/*
 * Copyright (C) 2008-2013 TrinityCore <http://www.trinitycore.org/>
 * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
 *
 * This program is free software; you can redistribute it and/or modify it
 * under the terms of the GNU General Public License as published by the
 * Free Software Foundation; either version 2 of the License, or (at your
 * option) any later version.
 *
 * This program is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
 * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
 * more details.
 *
 * You should have received a copy of the GNU General Public License along
 * with this program. If not, see <http://www.gnu.org/licenses/>.
 */

#ifndef TRINITY_GAME_PLAYER_H
#define TRINITY_GAME_PLAYER_H

#include "AchievementMgr.h"
#include "ArchaeologyMgr.h"
#include "Arena.h"
#include "Battleground.h"
#include "BattlePetMgr.h"
#include "Bag.h"
#include "Common.h"
#include "DatabaseEnv.h"
#include "DBCEnums.h"
#include "GroupReference.h"
#include "ItemPrototype.h"
#include "Item.h"
#include "MapReference.h"
#include "NPCHandler.h"
#include "Pet.h"
#include "QuestDef.h"
#include "ReputationMgr.h"
#include "Unit.h"
#include "WorldSession.h"
#include "PhaseMgr.h"
#include "CUFProfiles.h"
#include "SpellChargesTracker.hpp"
#include "PlayerTaxi.hpp"
#include "Flag128.hpp"
#include "SpellModifier.hpp"
#include "RatedBgStats.hpp"

// for template
#include "SpellMgr.h"

#include <string>
#include <vector>
#include <unordered_map>
#include <unordered_set>

struct Mail;
struct ItemExtendedCostEntry;
class Channel;
class Creature;
class DynamicObject;
class Group;
class Guild;
class OutdoorPvP;
class Pet;
class PlayerMenu;
class PlayerSocial;
class SpellCastTargets;
class UpdateMask;
class PhaseMgr;

typedef std::deque<Mail*> PlayerMails;

#define PLAYER_MAX_SKILLS           128
#define DEFAULT_MAX_PRIMARY_TRADE_SKILL 2
#define PLAYER_EXPLORED_ZONES_SIZE  200

// 2^n values, Player::m_isunderwater is a bitmask. These are Trinity internal values, they are never send to any client
enum PlayerUnderwaterState
{
    UNDERWATER_NONE                     = 0x00,
    UNDERWATER_INWATER                  = 0x01,             // terrain type is water and player is afflicted by it
    UNDERWATER_INLAVA                   = 0x02,             // terrain type is lava and player is afflicted by it
    UNDERWATER_INSLIME                  = 0x04,             // terrain type is lava and player is afflicted by it
    UNDERWARER_INDARKWATER              = 0x08,             // terrain type is dark water and player is afflicted by it

    UNDERWATER_EXIST_TIMERS             = 0x10
};

enum BuyBankSlotResult
{
    ERR_BANKSLOT_FAILED_TOO_MANY    = 0,
    ERR_BANKSLOT_INSUFFICIENT_FUNDS = 1,
    ERR_BANKSLOT_NOTBANKER          = 2,
    ERR_BANKSLOT_OK                 = 3
};

enum PlayerSpellState
{
    PLAYERSPELL_UNCHANGED = 0,
    PLAYERSPELL_CHANGED   = 1,
    PLAYERSPELL_NEW       = 2,
    PLAYERSPELL_REMOVED   = 3,
    PLAYERSPELL_TEMPORARY = 4
};

enum SkillFieldOffset
{
    SKILL_OFFSET_LINEID                 = 0 * 64,
    SKILL_OFFSET_STEP                   = 1 * 64,
    SKILL_OFFSET_RANK                   = 2 * 64,
    SKILL_OFFSET_UNK                    = 3 * 64,
    SKILL_OFFSET_MAX_RANK               = 4 * 64,
    SKILL_OFFSET_MODIFIER               = 5 * 64,
    SKILL_OFFSET_TALENT                 = 6 * 64,
};

struct PlayerSpell
{
    PlayerSpellState state;
    bool active;                                // show in spellbook
    bool dependent;                             // learned as result another spell learn, skill grow, quest reward, etc
    bool disabled;                              // first rank has been learned in result talent learn but currently talent unlearned, save max learned ranks
};

struct PlayerTalent
{
    PlayerSpellState state;
    uint8 spec;
};

struct PlayerCurrency final
{
    enum State
    {
        Unchanged,
        Changed,
        New,
        Removed     // not removed just set count == 0
    };

    PlayerCurrency()
        : state(New)
        , seasonCount()
        , weekCount()
        , currentCount()
        , flags()
    { }

    PlayerCurrency(State newState, uint32 newSeasonCount, uint32 newWeekCount,
                   uint32 newCurrentCount, uint8 newFlags)
        : state(newState)
        , seasonCount(newSeasonCount)
        , weekCount(newWeekCount)
        , currentCount(newCurrentCount)
        , flags(newFlags)
    { }

    State state;
    uint32 seasonCount;
    uint32 weekCount;
    uint32 currentCount;
    uint8 flags;
};

enum ModifyCurrencyFlag
{
    MODIFY_CURRENCY_NO_PRINT_LOG    = 0x1,
    MODIFY_CURRENCY_NO_GUILD_PERKS  = 0x2,
    MODIFY_CURRENCY_NO_CAP_CHANGE   = 0x4
};

typedef std::unordered_map<uint32, PlayerTalent> PlayerTalentMap;
typedef std::unordered_map<uint32, PlayerSpell> PlayerSpellMap;
typedef std::unordered_map<uint32, PlayerCurrency> PlayerCurrenciesMap;

struct SpellCooldown
{
    uint64 start;
    uint32 delay;
    uint32 itemid;
};

typedef std::unordered_map<uint32, SpellCooldown> SpellCooldowns;
typedef std::unordered_map<uint32 /*instanceId*/, time_t/*releaseTime*/> InstanceTimeMap;

enum TrainerSpellState
{
    TRAINER_SPELL_GRAY           = 0,
    TRAINER_SPELL_GREEN          = 1,
    TRAINER_SPELL_RED            = 2,
    TRAINER_SPELL_GREEN_DISABLED = 10                       // custom value, not send to client: formally green but learn not allowed
};

enum ActionButtonUpdateState
{
    ACTIONBUTTON_UNCHANGED = 0,
    ACTIONBUTTON_CHANGED   = 1,
    ACTIONBUTTON_NEW       = 2,
    ACTIONBUTTON_DELETED   = 3
};

enum ActionButtonType
{
    ACTION_BUTTON_SPELL     = 0x00,
    ACTION_BUTTON_C         = 0x01,                         // click?
    ACTION_BUTTON_PET       = 0x10,
    ACTION_BUTTON_EQSET     = 0x20,
    ACTION_BUTTON_SUB_BUTTON= 0x30,
    ACTION_BUTTON_MACRO     = 0x40,
    ACTION_BUTTON_BATTLEPET = ACTION_BUTTON_PET | ACTION_BUTTON_MACRO,
    ACTION_BUTTON_CMACRO    = ACTION_BUTTON_C | ACTION_BUTTON_MACRO,
    ACTION_BUTTON_ITEM      = 0x80
};

#define ACTION_BUTTON_ACTION(X) (uint32(X) & 0x00FFFFFF)
#define ACTION_BUTTON_TYPE(X)   ((uint32(X) & 0xFF000000) >> 24)
#define MAX_ACTION_BUTTON_ACTION_VALUE (0x00FFFFFF+1)

struct ActionButtonPacket
{
    uint32 id;
    uint32 type;
};

struct ActionButton
{
    ActionButton() : packedData(0), uState(ACTIONBUTTON_NEW) {}

    uint32 packedData;
    ActionButtonUpdateState uState;

    // helpers
    ActionButtonType GetType() const { return ActionButtonType(ACTION_BUTTON_TYPE(packedData)); }
    uint32 GetAction() const { return ACTION_BUTTON_ACTION(packedData); }
    void SetActionAndType(uint32 action, ActionButtonType type)
    {
        uint32 newData = action | (uint32(type) << 24);
        if (newData != packedData || uState == ACTIONBUTTON_DELETED)
        {
            packedData = newData;
            if (uState != ACTIONBUTTON_NEW)
                uState = ACTIONBUTTON_CHANGED;
        }
    }
};

#define  MAX_ACTION_BUTTONS 132                             //checked in 5.0.5

typedef std::unordered_map<uint8, ActionButton> ActionButtonList;

struct PlayerCreateInfoItem
{
    PlayerCreateInfoItem(uint32 id, uint32 amount) : item_id(id), item_amount(amount) {}

    uint32 item_id;
    uint32 item_amount;
};

typedef std::list<PlayerCreateInfoItem> PlayerCreateInfoItems;

struct PlayerLevelInfo
{
    PlayerLevelInfo() { for (uint8 i=0; i < MAX_STATS; ++i) stats[i] = 0; }

    uint8 stats[MAX_STATS];
};

typedef std::list<uint32> PlayerCreateInfoSpells;

struct PlayerCreateInfoAction
{
    PlayerCreateInfoAction() : button(0), type(0), action(0) {}
    PlayerCreateInfoAction(uint8 _button, uint32 _action, uint8 _type) : button(_button), type(_type), action(_action) {}

    uint8 button;
    uint8 type;
    uint32 action;
};

typedef std::list<PlayerCreateInfoAction> PlayerCreateInfoActions;

struct PlayerInfo
{
                                                            // existence checked by displayId != 0
    PlayerInfo() : displayId_m(0), displayId_f(0), levelInfo(NULL)
    {
    }

    uint32 mapId;
    uint32 areaId;
    float positionX;
    float positionY;
    float positionZ;
    float orientation;
    uint16 displayId_m;
    uint16 displayId_f;
    PlayerCreateInfoItems item;
    PlayerCreateInfoSpells spell;
    PlayerCreateInfoActions action;

    PlayerLevelInfo* levelInfo;                             //[level-1] 0..MaxPlayerLevel-1
};

struct PvPInfo
{
    PvPInfo() : inHostileArea(false), inNoPvPArea(false), inFFAPvPArea(false), endTimer(0) {}

    bool inHostileArea;
    bool inNoPvPArea;
    bool inFFAPvPArea;
    time_t endTimer;
};

struct DuelInfo
{
    DuelInfo() : initiator(NULL), opponent(NULL), startTimer(0), startTime(0), outOfBound(0), isMounted(false) {}

    Player* initiator;
    Player* opponent;
    time_t startTimer;
    time_t startTime;
    time_t outOfBound;
    bool isMounted;
};

struct Areas
{
    uint32 areaID;
    uint32 areaFlag;
    float x1;
    float x2;
    float y1;
    float y2;
};

#define MAX_RUNES       6

enum RuneCooldowns
{
    RUNE_BASE_COOLDOWN  = 10000,
    RUNE_MISS_COOLDOWN  = 1500,     // cooldown applied on runes when the spell misses
};

enum RuneType
{
    RUNE_BLOOD      = 0,
    RUNE_UNHOLY     = 1,
    RUNE_FROST      = 2,
    RUNE_DEATH      = 3,
    NUM_RUNE_TYPES  = 4
};

struct RuneInfo
{
    uint8 BaseRune;
    uint8 CurrentRune;
    uint32 Cooldown;
    uint32 spell_id;
    bool DeathUsed;
    bool Permanently;

    RuneInfo()
    {
        BaseRune = 0;
        CurrentRune = 0;
        Cooldown = 0;
        spell_id = 0;
        DeathUsed = false;
        Permanently = false;
    }
};

struct Runes
{
    RuneInfo runes[MAX_RUNES];
    uint8 runeState;                                        // mask of available runes
    uint8 lastUsedRuneMask;

    void SetRuneState(uint8 index, bool set = true)
    {
        if (set)
            runeState |= (1 << index);                      // usable
        else
            runeState &= ~(1 << index);                     // on cooldown
    }
};

struct EnchantDuration
{
    EnchantDuration() : item(NULL), slot(MAX_ENCHANTMENT_SLOT), leftduration(0) {};
    EnchantDuration(Item* _item, EnchantmentSlot _slot, uint32 _leftduration) : item(_item), slot(_slot),
        leftduration(_leftduration){ ASSERT(item); };

    Item* item;
    EnchantmentSlot slot;
    uint32 leftduration;
};

typedef std::list<EnchantDuration> EnchantDurationList;
typedef std::list<Item*> ItemDurationList;

enum DrunkenState
{
    DRUNKEN_SOBER   = 0,
    DRUNKEN_TIPSY   = 1,
    DRUNKEN_DRUNK   = 2,
    DRUNKEN_SMASHED = 3
};

#define MAX_DRUNKEN   4

enum PlayerFlags
{
    PLAYER_FLAGS_GROUP_LEADER           = 0x00000001,
    PLAYER_FLAGS_AFK                    = 0x00000002,
    PLAYER_FLAGS_DND                    = 0x00000004,
    PLAYER_FLAGS_GM                     = 0x00000008,
    PLAYER_FLAGS_GHOST                  = 0x00000010,
    PLAYER_FLAGS_RESTING                = 0x00000020,
    PLAYER_FLAGS_UNK6                   = 0x00000040,
    PLAYER_FLAGS_UNK7                   = 0x00000080,       // pre-3.0.3 PLAYER_FLAGS_FFA_PVP flag for FFA PVP state
    PLAYER_FLAGS_CONTESTED_PVP          = 0x00000100,       // Player has been involved in a PvP combat and will be attacked by contested guards
    PLAYER_FLAGS_IN_PVP                 = 0x00000200,
    PLAYER_FLAGS_HIDE_HELM              = 0x00000400,
    PLAYER_FLAGS_HIDE_CLOAK             = 0x00000800,
    PLAYER_FLAGS_PLAYED_LONG_TIME       = 0x00001000,       // played long time
    PLAYER_FLAGS_PLAYED_TOO_LONG        = 0x00002000,       // played too long time
    PLAYER_FLAGS_IS_OUT_OF_BOUNDS       = 0x00004000,
    PLAYER_FLAGS_DEVELOPER              = 0x00008000,       // <Dev> prefix for something?
    PLAYER_FLAGS_UNK16                  = 0x00010000,       // pre-3.0.3 PLAYER_FLAGS_SANCTUARY flag for player entered sanctuary
    PLAYER_FLAGS_TAXI_BENCHMARK         = 0x00020000,       // taxi benchmark mode (on/off) (2.0.1)
    PLAYER_FLAGS_PVP_TIMER              = 0x00040000,       // 3.0.2, pvp timer active (after you disable pvp manually)
    PLAYER_FLAGS_UBER                   = 0x00080000,
    PLAYER_FLAGS_UNK20                  = 0x00100000,
    PLAYER_FLAGS_UNK21                  = 0x00200000,
    PLAYER_FLAGS_COMMENTATOR2           = 0x00400000,
    PLAYER_ALLOW_ONLY_ABILITY           = 0x00800000,       // used by bladestorm and killing spree, allowed only spells with SPELL_ATTR0_REQ_AMMO, SPELL_EFFECT_ATTACK, checked only for active player
    PLAYER_FLAGS_BATTLE_PET             = 0x01000000,       // Unlock battle pet slot
    PLAYER_FLAGS_NO_XP_GAIN             = 0x02000000,
    PLAYER_FLAGS_UNK26                  = 0x04000000,
    PLAYER_FLAGS_AUTO_DECLINE_GUILD     = 0x08000000,       // Automatically declines guild invites
    PLAYER_FLAGS_GUILD_LEVEL_ENABLED    = 0x10000000,       // Lua_GetGuildLevelEnabled() - enables guild leveling related UI
    PLAYER_FLAGS_VOID_UNLOCKED          = 0x20000000,       // void storage
    PLAYER_FLAGS_UNK30                  = 0x40000000,
    PLAYER_FLAGS_UNK31                  = 0x80000000,
};

#define KNOWN_TITLES_SIZE   4
#define MAX_TITLE_INDEX     (KNOWN_TITLES_SIZE*64)          // 4 uint64 fields

// used in PLAYER_FIELD_BYTES values
enum PlayerFieldByteFlags
{
    PLAYER_FIELD_BYTE_TRACK_STEALTHED   = 0x00000002,
    PLAYER_FIELD_BYTE_RELEASE_TIMER     = 0x00000008,       // Display time till auto release spirit
    PLAYER_FIELD_BYTE_NO_RELEASE_WINDOW = 0x00000010        // Display no "release spirit" window at all
};

// used in PLAYER_FIELD_BYTES2 values
enum PlayerFieldByte2Flags
{
    PLAYER_FIELD_BYTE2_NONE                 = 0x00,
    PLAYER_FIELD_BYTE2_STEALTH              = 0x20,
    PLAYER_FIELD_BYTE2_INVISIBILITY_GLOW    = 0x40
};

enum MirrorTimerType
{
    FATIGUE_TIMER      = 0,
    BREATH_TIMER       = 1,
    FIRE_TIMER         = 2 // feign death
};
#define MAX_TIMERS      3
#define DISABLED_MIRROR_TIMER   -1

// 2^n values
enum PlayerExtraFlags
{
    // gm abilities
    PLAYER_EXTRA_GM_ON              = 0x0001,
    PLAYER_EXTRA_ACCEPT_WHISPERS    = 0x0004,
    PLAYER_EXTRA_TAXICHEAT          = 0x0008,
    PLAYER_EXTRA_GM_INVISIBLE       = 0x0010,
    PLAYER_EXTRA_GM_CHAT            = 0x0020,               // Show GM badge in chat messages

    // other states
    PLAYER_EXTRA_PVP_DEATH          = 0x0100                // store PvP death status until corpse creating.
};

// 2^n values
enum AtLoginFlags
{
    AT_LOGIN_NONE                   = 0x000,
    AT_LOGIN_RENAME                 = 0x001,
    AT_LOGIN_RESET_SPELLS           = 0x002,
    AT_LOGIN_RESET_TALENTS          = 0x004,
    AT_LOGIN_CUSTOMIZE              = 0x008,
    AT_LOGIN_FIRST                  = 0x020,
    AT_LOGIN_CHANGE_FACTION         = 0x040,
	//0x100 - this one is warsong specific to clean talents on login
    AT_LOGIN_CHANGE_RACE            = 0x080,
    AT_LOGIN_NO_CHAR				= 0x200 // deleteme
};

typedef std::unordered_map<uint32, QuestStatusData> QuestStatusMap;
typedef std::map<uint32, uint32> QuestObjectiveStatusMap;
typedef std::set<uint32> RewardedQuestSet;

//               quest,  keep
typedef std::unordered_map<uint32, bool> QuestStatusSaveMap;
typedef std::unordered_map<uint32, bool> QuestObjectiveStatusSaveMap;

enum QuestSlotOffsets
{
    QUEST_ID_OFFSET     = 0,
    QUEST_STATE_OFFSET  = 1,
    QUEST_COUNTS_OFFSET = 2,
    QUEST_TIME_OFFSET   = 4
};

#define MAX_QUEST_OFFSET 15

enum QuestSlotStateMask
{
    QUEST_STATE_NONE     = 0x0000,
    QUEST_STATE_COMPLETE = 0x0001,
    QUEST_STATE_FAIL     = 0x0002
};

enum SkillUpdateState
{
    SKILL_UNCHANGED     = 0,
    SKILL_CHANGED       = 1,
    SKILL_NEW           = 2,
    SKILL_DELETED       = 3
};

struct SkillStatusData
{
    SkillStatusData(uint8 _pos, SkillUpdateState _uState) : pos(_pos), uState(_uState)
    {
    }
    uint8 pos;
    SkillUpdateState uState;
};

typedef std::unordered_map<uint32, SkillStatusData> SkillStatusMap;

class Quest;
class Spell;
class Item;
class WorldSession;

enum PlayerSlots
{
    // first slot for item stored (in any way in player m_items data)
    PLAYER_SLOT_START           = 0,
    // last+1 slot for item stored (in any way in player m_items data)
    PLAYER_SLOT_END             = 86,
    PLAYER_SLOTS_COUNT          = (PLAYER_SLOT_END - PLAYER_SLOT_START)
};

#define INVENTORY_SLOT_BAG_0    255

enum EquipmentSlots                                         // 19 slots
{
    EQUIPMENT_SLOT_START        = 0,
    EQUIPMENT_SLOT_HEAD         = 0,
    EQUIPMENT_SLOT_NECK         = 1,
    EQUIPMENT_SLOT_SHOULDERS    = 2,
    EQUIPMENT_SLOT_BODY         = 3,
    EQUIPMENT_SLOT_CHEST        = 4,
    EQUIPMENT_SLOT_WAIST        = 5,
    EQUIPMENT_SLOT_LEGS         = 6,
    EQUIPMENT_SLOT_FEET         = 7,
    EQUIPMENT_SLOT_WRISTS       = 8,
    EQUIPMENT_SLOT_HANDS        = 9,
    EQUIPMENT_SLOT_FINGER1      = 10,
    EQUIPMENT_SLOT_FINGER2      = 11,
    EQUIPMENT_SLOT_TRINKET1     = 12,
    EQUIPMENT_SLOT_TRINKET2     = 13,
    EQUIPMENT_SLOT_BACK         = 14,
    EQUIPMENT_SLOT_MAINHAND     = 15,
    EQUIPMENT_SLOT_OFFHAND      = 16,
    EQUIPMENT_SLOT_RANGED       = 17,
    EQUIPMENT_SLOT_TABARD       = 18,
    EQUIPMENT_SLOT_END          = 19
};

enum InventorySlots                                         // 4 slots
{
    INVENTORY_SLOT_BAG_START    = 19,
    INVENTORY_SLOT_BAG_END      = 23
};

enum InventoryPackSlots                                     // 16 slots
{
    INVENTORY_SLOT_ITEM_START   = 23,
    INVENTORY_SLOT_ITEM_END     = 39
};

enum BankItemSlots                                          // 28 slots
{
    BANK_SLOT_ITEM_START        = 39,
    BANK_SLOT_ITEM_END          = 67
};

enum BankBagSlots                                           // 7 slots
{
    BANK_SLOT_BAG_START         = 67,
    BANK_SLOT_BAG_END           = 74
};

enum BuyBackSlots                                           // 12 slots
{
    // stored in m_buybackitems
    BUYBACK_SLOT_START          = 74,
    BUYBACK_SLOT_END            = 86
};

enum EquipmentSetUpdateState
{
    EQUIPMENT_SET_UNCHANGED = 0,
    EQUIPMENT_SET_CHANGED   = 1,
    EQUIPMENT_SET_NEW       = 2,
    EQUIPMENT_SET_DELETED   = 3
};

struct EquipmentSet
{
    EquipmentSet() : Guid(0), IgnoreMask(0), state(EQUIPMENT_SET_NEW)
    {
        for (uint8 i = 0; i < EQUIPMENT_SLOT_END; ++i)
            Items[i] = 0;
    }

    uint64 Guid;
    std::string Name;
    std::string IconName;
    uint32 IgnoreMask;
    uint32 Items[EQUIPMENT_SLOT_END];
    EquipmentSetUpdateState state;
};

#define MAX_EQUIPMENT_SET_INDEX 10                          // client limit

typedef std::unordered_map<uint32, EquipmentSet> EquipmentSets;

struct ItemPosCount
{
    ItemPosCount(uint16 _pos, uint32 _count) : pos(_pos), count(_count) {}
    bool isContainedIn(std::vector<ItemPosCount> const& vec) const;
    uint16 pos;
    uint32 count;
};
typedef std::vector<ItemPosCount> ItemPosCountVec;

enum TradeSlots
{
    TRADE_SLOT_COUNT            = 7,
    TRADE_SLOT_TRADED_COUNT     = 6,
    TRADE_SLOT_NONTRADED        = 6,
    TRADE_SLOT_INVALID          = -1,
};

enum TransferAbortReason
{
    TRANSFER_ABORT_NONE                         = 0x00,
    TRANSFER_ABORT_ERROR                        = 0x01,
    TRANSFER_ABORT_MAX_PLAYERS                  = 0x02,         // Transfer Aborted: instance is full
    TRANSFER_ABORT_NOT_FOUND                    = 0x03,         // Transfer Aborted: instance not found
    TRANSFER_ABORT_TOO_MANY_INSTANCES           = 0x04,         // You have entered too many instances recently.
    TRANSFER_ABORT_ZONE_IN_COMBAT               = 0x06,         // Unable to zone in while an encounter is in progress.
    TRANSFER_ABORT_INSUF_EXPAN_LVL              = 0x07,         // You must have <TBC, WotLK> expansion installed to access this area.
    TRANSFER_ABORT_DIFFICULTY                   = 0x08,         // <Normal, Heroic, Epic> difficulty mode is not available for %s.
    TRANSFER_ABORT_UNIQUE_MESSAGE               = 0x09,         // Until you've escaped TLK's grasp, you cannot leave this place!
    TRANSFER_ABORT_TOO_MANY_REALM_INSTANCES     = 0x0A,         // Additional instances cannot be launched, please try again later.
    TRANSFER_ABORT_NEED_GROUP                   = 0x0B,         // Transfer Aborted: you must be in a raid group to enter this instance
    TRANSFER_ABORT_NOT_FOUND1                   = 0x0C,         // 3.1
    TRANSFER_ABORT_NOT_FOUND2                   = 0x0D,         // 3.1
    TRANSFER_ABORT_NOT_FOUND3                   = 0x0E,         // 3.2
    TRANSFER_ABORT_REALM_ONLY                   = 0x0F,         // All players on party must be from the same realm.
    TRANSFER_ABORT_MAP_NOT_ALLOWED              = 0x10,         // Map can't be entered at this time.
    TRANSFER_ABORT_LOCKED_TO_DIFFERENT_INSTANCE = 0x12,         // You are already locked to %s.
    TRANSFER_ABORT_ALREADY_COMPLETED_ENCOUNTER  = 0x13,         // You are ineligible to participate in at least one encounter in this instance because you are already locked to an instance in which it has been defeated.
};

enum InstanceResetWarningType
{
    RAID_INSTANCE_WARNING_HOURS     = 1,                    // WARNING! %s is scheduled to reset in %d hour(s).
    RAID_INSTANCE_WARNING_MIN       = 2,                    // WARNING! %s is scheduled to reset in %d minute(s)!
    RAID_INSTANCE_WARNING_MIN_SOON  = 3,                    // WARNING! %s is scheduled to reset in %d minute(s). Please exit the zone or you will be returned to your bind location!
    RAID_INSTANCE_WELCOME           = 4,                    // Welcome to %s. This raid instance is scheduled to reset in %s.
    RAID_INSTANCE_EXPIRED           = 5
};

class InstanceSave;

enum RestType
{
    REST_TYPE_NO        = 0,
    REST_TYPE_IN_TAVERN = 1,
    REST_TYPE_IN_CITY   = 2
};

enum DuelCompleteType
{
    DUEL_INTERRUPTED = 0,
    DUEL_WON         = 1,
    DUEL_FLED        = 2
};

enum TeleportToOptions
{
    TELE_TO_GM_MODE             = 0x01,
    TELE_TO_NOT_LEAVE_TRANSPORT = 0x02,
    TELE_TO_NOT_LEAVE_COMBAT    = 0x04,
    TELE_TO_NOT_UNSUMMON_PET    = 0x08,
    TELE_TO_SPELL               = 0x10,
};

/// Type of environmental damages
enum EnviromentalDamage
{
    DAMAGE_EXHAUSTED = 0,
    DAMAGE_DROWNING  = 1,
    DAMAGE_FALL      = 2,
    DAMAGE_LAVA      = 3,
    DAMAGE_SLIME     = 4,
    DAMAGE_FIRE      = 5,
    DAMAGE_FALL_TO_VOID = 6                                 // custom case for fall without durability loss
};

enum PlayerChatTag
{
    CHAT_TAG_NONE       = 0x00,
    CHAT_TAG_AFK        = 0x01,
    CHAT_TAG_DND        = 0x02,
    CHAT_TAG_GM         = 0x04,
    CHAT_TAG_COM        = 0x08,                             // Commentator
    CHAT_TAG_DEV        = 0x10,
};

enum PlayedTimeIndex
{
    PLAYED_TIME_TOTAL = 0,
    PLAYED_TIME_LEVEL = 1
};

#define MAX_PLAYED_TIME_INDEX 2

// used at player loading query list preparing, and later result selection
enum CharLoginQueryIndex
{
    CHAR_LOGIN_QUERY_LOAD_FROM = 0,
    CHAR_LOGIN_QUERY_LOAD_GROUP,
    CHAR_LOGIN_QUERY_LOAD_BOUND_INSTANCES,
    CHAR_LOGIN_QUERY_LOAD_AURAS,
    CHAR_LOGIN_QUERY_LOAD_AURAS_EFFECTS,
    CHAR_LOGIN_QUERY_LOAD_SPELLS,
    CHAR_LOGIN_QUERY_LOAD_QUEST_STATUS,
    CHAR_LOGIN_QUERY_LOAD_DAILY_QUEST_STATUS,
    CHAR_LOGIN_QUERY_LOAD_REPUTATION,
    CHAR_LOGIN_QUERY_LOAD_INVENTORY,
    CHAR_LOGIN_QUERY_LOAD_ACTIONS,
    CHAR_LOGIN_QUERY_LOAD_MAIL_COUNT,
    CHAR_LOGIN_QUERY_LOAD_MAIL_DATE,
    CHAR_LOGIN_QUERY_LOAD_SOCIAL_LIST,
    CHAR_LOGIN_QUERY_LOAD_HOMEBIND,
    CHAR_LOGIN_QUERY_LOAD_SPELL_COOLDOWNS,
    CHAR_LOGIN_QUERY_LOAD_DECLINED_NAMES,
    CHAR_LOGIN_QUERY_LOAD_GUILD,
    CHAR_LOGIN_QUERY_LOAD_ACHIEVEMENTS,
    CHAR_LOGIN_QUERY_LOAD_CRITERIA_PROGRESS,
    CHAR_LOGIN_QUERY_LOAD_EQUIPMENT_SETS,
    CHAR_LOGIN_QUERY_LOAD_ARENA_DATA,
    CHAR_LOGIN_QUERY_LOAD_BG_DATA,
    CHAR_LOGIN_QUERY_LOAD_GLYPHS,
    CHAR_LOGIN_QUERY_LOAD_TALENTS,
    CHAR_LOGIN_QUERY_LOAD_ACCOUNT_DATA,
    CHAR_LOGIN_QUERY_LOAD_SKILLS,
    CHAR_LOGIN_QUERY_LOAD_WEEKLY_QUEST_STATUS,
    CHAR_LOGIN_QUERY_LOAD_RANDOM_BG,
    CHAR_LOGIN_QUERY_LOAD_BANNED,
    CHAR_LOGIN_QUERY_LOAD_QUEST_STATUS_REW,
    CHAR_LOGIN_QUERY_LOAD_INSTANCE_LOCK_TIMES,
    CHAR_LOGIN_QUERY_LOAD_SEASONAL_QUEST_STATUS,
    CHAR_LOGIN_QUERY_LOAD_MONTHLY_QUEST_STATUS,
    CHAR_LOGIN_QUERY_LOAD_VOID_STORAGE,
    CHAR_LOGIN_QUERY_LOAD_CURRENCY,
    CHAR_LOGIN_QUERY_LOAD_CUF_PROFILES,
    CHAR_LOGIN_QUERY_LOAD_ARCHAEOLOGY,
    CHAR_LOGIN_QUERY_LOAD_KNOWN_TITLES,
    CHAR_LOGIN_QUERY_LOAD_CP_WEEK_CAP,
    CHAR_LOGIN_QUERY_LOAD_RATED_BG_STATS,
    CHAR_LOGIN_QUERY_LOAD_QUEST_OBJECTIVE_STATUS,
    CHAR_LOGIN_QUERY_LOAD_LFR_LOOT_BOUND,

    MAX_CHAR_LOGIN_QUERY
};

enum AuthLoginQueryIndex
{
    AUTH_LOGIN_QUERY_LOAD_SPELLS = 0,
    AUTH_LOGIN_QUERY_LOAD_ACHIEVEMENTS,
    AUTH_LOGIN_QUERY_LOAD_CRITERIA_PROGRESS,
    AUTH_LOGIN_QUERY_LOAD_BATTLE_PETS,
    AUTH_LOGIN_QUERY_LOAD_BATTLE_PET_SLOTS,

    MAX_AUTH_LOGIN_QUERY
};

enum PlayerDelayedOperations
{
    DELAYED_SAVE_PLAYER         = 0x01,
    DELAYED_RESURRECT_PLAYER    = 0x02,
    DELAYED_SPELL_CAST_DESERTER = 0x04,
    DELAYED_BG_MOUNT_RESTORE    = 0x08,                     ///< Flag to restore mount state after teleport from BG
    DELAYED_BG_TAXI_RESTORE     = 0x10,                     ///< Flag to restore taxi state after teleport from BG
    DELAYED_BG_GROUP_RESTORE    = 0x20,                     ///< Flag to restore group state after teleport from BG
    DELAYED_END
};

// Player summoning auto-decline time (in secs)
#define MAX_PLAYER_SUMMON_DELAY                   (2*MINUTE)
#define MAX_MONEY_AMOUNT               (UI64LIT(10000000000)) // @TODO: Move this restriction to worldserver.conf, default to this value, hardcap at uint64.max

struct InstancePlayerBind
{
    InstanceSave* save;
    bool perm;
    /* permanent PlayerInstanceBinds are created in Raid/Heroic instances for players
       that aren't already permanently bound when they are inside when a boss is killed
       or when they enter an instance that the group leader is permanently bound to. */
    InstancePlayerBind() : save(NULL), perm(false) {}
};

enum DungeonStatusFlag
{
    DUNGEON_STATUSFLAG_NORMAL = 0x01,
    DUNGEON_STATUSFLAG_HEROIC = 0x02,

    RAID_STATUSFLAG_10MAN_NORMAL = 0x01,
    RAID_STATUSFLAG_25MAN_NORMAL = 0x02,
    RAID_STATUSFLAG_10MAN_HEROIC = 0x04,
    RAID_STATUSFLAG_25MAN_HEROIC = 0x08,

    RAID_STATUSFLAG_RAID_TOOL = 0x10
};

struct AccessRequirement
{
    uint8  levelMin;
    uint8  levelMax;
    uint32 item;
    uint32 item2;
    uint32 quest_A;
    uint32 quest_H;
    uint32 achievement;
    uint32 itemlevelMin;
    uint32 itemlevelMax;
    std::string questFailedText;
};

enum CharDeleteMethod
{
    CHAR_DELETE_REMOVE = 0,                      // Completely remove from the database
    CHAR_DELETE_UNLINK = 1                       // The character gets unlinked from the account,
                                                 // the name gets freed up and appears as deleted ingame
};

enum MoneyLootFlag
{
    MONEY_LOOT_FLAG_SOLO       = (1 << 0),
    MONEY_LOOT_FLAG_FROM_ENEMY = (1 << 1)
};

typedef uint32 MoneyLootFlags;

enum ReferAFriendError
{
    ERR_REFER_A_FRIEND_NONE                          = 0x00,
    ERR_REFER_A_FRIEND_NOT_REFERRED_BY               = 0x01,
    ERR_REFER_A_FRIEND_TARGET_TOO_HIGH               = 0x02,
    ERR_REFER_A_FRIEND_INSUFFICIENT_GRANTABLE_LEVELS = 0x03,
    ERR_REFER_A_FRIEND_TOO_FAR                       = 0x04,
    ERR_REFER_A_FRIEND_DIFFERENT_FACTION             = 0x05,
    ERR_REFER_A_FRIEND_NOT_NOW                       = 0x06,
    ERR_REFER_A_FRIEND_GRANT_LEVEL_MAX_I             = 0x07,
    ERR_REFER_A_FRIEND_NO_TARGET                     = 0x08,
    ERR_REFER_A_FRIEND_NOT_IN_GROUP                  = 0x09,
    ERR_REFER_A_FRIEND_SUMMON_LEVEL_MAX_I            = 0x0A,
    ERR_REFER_A_FRIEND_SUMMON_COOLDOWN               = 0x0B,
    ERR_REFER_A_FRIEND_INSUF_EXPAN_LVL               = 0x0C,
    ERR_REFER_A_FRIEND_SUMMON_OFFLINE_S              = 0x0D
};

enum PlayerRestState
{
    REST_STATE_RESTED                                = 0x01,
    REST_STATE_NOT_RAF_LINKED                        = 0x02,
    REST_STATE_RAF_LINKED                            = 0x06
};

enum PlayerCommandStates
{
    CHEAT_NONE          = 0x00,
    CHEAT_GOD           = 0x01,
    CHEAT_CASTTIME      = 0x02,
    CHEAT_COOLDOWN      = 0x04,
    CHEAT_POWER         = 0x08,
    CHEAT_WATERWALK     = 0x10,
    CHEAT_ALL_SPELLS    = 0x20,
};

struct auraEffectData
{
    auraEffectData(uint8 slot, uint8 effect, int32 amount, int32 baseamount)
        : _slot(slot), _effect(effect), _amount(amount), _baseamount(baseamount)
    { }

    uint8 _slot;
    uint8 _effect;
    int32 _amount;
    int32 _baseamount;
};

typedef std::set<uint32> LFRLootBinds;

class Player;

/// Holder for Battleground data
struct BGData
{
    BGData() : bgInstanceID(0), bgTypeID(BATTLEGROUND_TYPE_NONE), bgAfkReportedCount(0), bgAfkReportedTimer(0),
        bgTeam(0), mountSpell(0) { bgQueuesJoinedTime.clear(); ClearTaxiPath(); }

    uint32 bgInstanceID;                    ///< This variable is set to bg->m_InstanceID,
                                            ///  when player is teleported to BG - (it is battleground's GUID)
    BattlegroundTypeId bgTypeID;

    std::map<uint32, uint32> bgQueuesJoinedTime;

    std::set<uint32>   bgAfkReporter;
    uint8              bgAfkReportedCount;
    time_t             bgAfkReportedTimer;

    uint32 bgTeam;                          ///< What side the player will be added to

    uint32 mountSpell;
    uint32 taxiPath[2];

    WorldLocation joinPos;                  ///< From where player entered BG

    void ClearTaxiPath()     { taxiPath[0] = taxiPath[1] = 0; }
    bool HasTaxiPath() const { return taxiPath[0] && taxiPath[1]; }
};

struct VoidStorageItem
{
    VoidStorageItem()
    {
        ItemId = 0;
        ItemEntry = 0;
        CreatorGuid = 0;
        ItemRandomPropertyId = 0;
        ItemSuffixFactor = 0;
    }

    VoidStorageItem(uint64 id, uint32 entry, uint32 creator, uint32 randomPropertyId, uint32 suffixFactor)
    {
        ItemId = id;
        ItemEntry = entry;
        CreatorGuid = creator;
        ItemRandomPropertyId = randomPropertyId;
        ItemSuffixFactor = suffixFactor;
    }

    uint64 ItemId;
    uint32 ItemEntry;
    uint32 CreatorGuid;
    uint32 ItemRandomPropertyId;
    uint32 ItemSuffixFactor;
};

class TradeData
{
    public:                                                 // constructors
        TradeData(Player* player, Player* trader) :
            m_player(player),  m_trader(trader), m_accepted(false), m_acceptProccess(false),
            m_money(0), m_spell(0), m_spellCastItem(0) { memset(m_items, 0, TRADE_SLOT_COUNT * sizeof(uint64)); }

        Player* GetTrader() const { return m_trader; }
        TradeData* GetTraderData() const;

        Item* GetItem(TradeSlots slot) const;
        bool HasItem(uint64 itemGuid) const;
        TradeSlots GetTradeSlotForItem(uint64 itemGuid) const;
        void SetItem(TradeSlots slot, Item* item);

        uint32 GetSpell() const { return m_spell; }
        void SetSpell(uint32 spell_id, Item* castItem = NULL);

        Item*  GetSpellCastItem() const;
        bool HasSpellCastItem() const { return m_spellCastItem != 0; }

        uint64 GetMoney() const { return m_money; }
        void SetMoney(uint64 money);

        bool IsAccepted() const { return m_accepted; }
        void SetAccepted(bool state, bool crosssend = false);

        bool IsInAcceptProcess() const { return m_acceptProccess; }
        void SetInAcceptProcess(bool state) { m_acceptProccess = state; }

    private:                                                // internal functions

        void Update(bool for_trader = true);

    private:                                                // fields

        Player*    m_player;                                // Player who own of this TradeData
        Player*    m_trader;                                // Player who trade with m_player

        bool       m_accepted;                              // m_player press accept for trade list
        bool       m_acceptProccess;                        // one from player/trader press accept and this processed

        uint64     m_money;                                 // m_player place money to trade

        uint32     m_spell;                                 // m_player apply spell to non-traded slot item
        uint64     m_spellCastItem;                         // applied spell casted by item use

        uint64     m_items[TRADE_SLOT_COUNT];               // traded items from m_player side including non-traded slot
};

struct ResurrectionData final
{
    uint64 GUID;
    WorldLocation Location;
    uint32 Health;
    uint32 Mana;
    uint32 Aura;
};

class KillRewarder
{
public:
    KillRewarder(Player* killer, Unit* victim, bool isBattleGround);

    void Reward();

private:
    void _InitXP(Player* player);
    void _InitGroupData();

    void _RewardHonor(Player* player);
    void _RewardXP(Player* player, float rate);
    void _RewardReputation(Player* player, float rate);
    void _RewardKillCredit(Player* player);
    void _RewardPlayer(Player* player, bool isDungeon);
    void _RewardGroup();

    Player* _killer;
    Unit* _victim;
    Group* _group;
    float _groupRate;
    Player* _maxNotGrayMember;
    uint32 _count;
    uint32 _sumLevel;
    uint32 _xp;
    bool _isFullXP;
    uint8 _maxLevel;
    bool _isBattleGround;
    bool _isPvP;
};

struct PlayerTalentInfo
{
    PlayerTalentInfo() :
        FreeTalentPoints(0), UsedTalentCount(0), QuestRewardedTalentCount(0),
        ResetTalentsCost(0), ResetTalentsTime(0), ResetSpecializationCost(0),
        ResetSpecializationTime(0), ActiveSpec(0), SpecsCount(1)
    {
        for (uint8 i = 0; i < MAX_TALENT_SPECS; ++i)
        {
            memset(SpecInfo[i].Glyphs, 0, MAX_GLYPH_SLOT_INDEX * sizeof(uint32));
            SpecInfo[i].SpecializationId = 0;
        }
    }

    struct TalentSpecInfo
    {
        PlayerTalentMap Talents;
        uint32 Glyphs[MAX_GLYPH_SLOT_INDEX];
        uint32 SpecializationId;
    } SpecInfo[MAX_TALENT_SPECS];

    uint32 FreeTalentPoints;
    uint32 UsedTalentCount;
    uint32 QuestRewardedTalentCount;
    uint32 ResetTalentsCost;
    time_t ResetTalentsTime;
    uint32 ResetSpecializationCost;
    time_t ResetSpecializationTime;
    uint8 ActiveSpec;
    uint8 SpecsCount;

private:
    PlayerTalentInfo(PlayerTalentInfo const&);
};

enum BattlegroundTimerTypes
{
    PVP_TIMER,
    CHALLENGE_TIMER
};

class Player final : public Unit, public GridObject<Player>
{
    friend class WorldSession;
    friend void Item::AddToUpdateQueueOf(Player* player);
    friend void Item::RemoveFromUpdateQueueOf(Player* player);

    typedef std::unordered_set<uint64> WhisperWhitelist;

    /* Crossfaction */
    private:
        bool m_forgetBgPlayers;
        bool m_forgetInListPlayers;
        uint8 m_fakeRace;
        uint8 m_realRace;
    public:
        typedef std::vector<uint64> fakePlayers;
        void SendChatMessage(const char *format, ...);
        void FitPlayerInTeam(bool action, Battleground* battleground = NULL);
        void DoForgetPlayersInList();
        void DoForgetPlayersInBG(Battleground* battleground);
        uint8 getORace() const { return m_realRace; }
        void setORace() { m_realRace = GetByteValue(UNIT_FIELD_BYTES_0, 0); };
        void SetFakeRace();
        uint8 getFRace() const { return m_fakeRace; }
        void SetForgetBGPlayers(bool value) { m_forgetBgPlayers = value; }
        bool ShouldForgetBGPlayers() { return m_forgetBgPlayers; }
        void SetForgetInListPlayers(bool value) { m_forgetInListPlayers = value; }
        bool ShouldForgetInListPlayers() { return m_forgetInListPlayers; }
        bool SendBattleGroundChat(uint32 msgtype, std::string message);
        bool IsPlayingNative() const { return GetTeam() == m_team; }
        uint32 GetOTeam() const { return m_team; }
        uint32 GetTeam() const { return m_bgData.bgTeam && GetBattleground() ? m_bgData.bgTeam : m_team; }
        bool SendRealNameQuery();
        fakePlayers m_fakePlayers;
    /* Crossfaction */
    public:
        typedef std::list<uint64> AuraTargetList;
        explicit Player (WorldSession* session);
        ~Player();

        //AnticheatData anticheatData;

        void CleanupsBeforeDelete(bool finalCleanup = true);

        void AddToWorld();
        void RemoveFromWorld();

        bool TeleportTo(uint32 mapid, float x, float y, float z, float orientation, uint32 options = 0);
        bool TeleportTo(WorldLocation const &loc, uint32 options = 0)
        {
            return TeleportTo(loc.GetMapId(), loc.GetPositionX(), loc.GetPositionY(), loc.GetPositionZ(), loc.GetOrientation(), options);
        }
        bool TeleportToBGEntryPoint();

        void SetSummonPoint(uint32 mapid, float x, float y, float z)
        {
            m_summon_expire = time(NULL) + MAX_PLAYER_SUMMON_DELAY;
            m_summon_mapid = mapid;
            m_summon_x = x;
            m_summon_y = y;
            m_summon_z = z;
        }
        void SummonIfPossible(bool agree);

        bool Create(uint32 guidlow, CharacterCreateInfo* createInfo);

        void Update(uint32 time);

        static bool BuildEnumData(PreparedQueryResult result, ByteBuffer* dataBuffer, ByteBuffer* bitBuffer);

        void SetInWater(bool apply);

        bool IsInWater() const { return m_isInWater; }
        bool IsUnderWater() const;
        bool IsFalling() const { return GetPositionZ() < m_lastFallZ; }

        void SendInitialPacketsBeforeAddToMap();
        void SendInitialPacketsAfterAddToMap();
        void SendTransferAborted(uint32 mapid, TransferAbortReason reason, uint8 arg = 0);
        void SendInstanceResetWarning(uint32 mapid, Difficulty difficulty, uint32 time);

        bool CanInteractWithQuestGiver(Object* questGiver);
        Creature* GetNPCIfCanInteractWith(uint64 guid, uint32 npcflagmask);
        Creature* GetNPCIfCanInteractWithFlag2(uint64 guid, uint32 npcflagmask);
        GameObject* GetGameObjectIfCanInteractWith(uint64 guid, GameobjectTypes type) const;

        bool ToggleAFK();
        bool ToggleDND();
        bool isAFK() const { return HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK); }
        bool isDND() const { return HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_DND); }
        uint8 GetChatTag() const;
        std::string afkMsg;
        std::string dndMsg;

        Spell* m_queuedSpell;

        uint32 GetBarberShopCost(uint8 newhairstyle, uint8 newhaircolor, uint8 newfacialhair, BarberShopStyleEntry const* newSkin=NULL);

        PlayerSocial *GetSocial() { return m_social; }

        Trinity::PlayerTaxi m_taxi;

        void InitTaxiNodesForLevel(uint8 oldLevel, uint8 newLevel)
        {
            m_taxi.InitTaxiNodesForLevel(getORace(), getClass(), oldLevel, newLevel);
        }

        bool ActivateTaxiPathTo(std::vector<uint32> const& nodes, Creature* npc = NULL, uint32 spellid = 0);
        bool ActivateTaxiPathTo(uint32 taxi_path_id, uint32 spellid = 0);
        void CleanupAfterTaxiFlight();
        void ContinueTaxiFlight();
                                                            // mount_id can be used in scripting calls
        bool acceptsWhispers() const { return m_ExtraFlags & PLAYER_EXTRA_ACCEPT_WHISPERS; }
        void SetAcceptWhispers(bool on) { if (on) m_ExtraFlags |= PLAYER_EXTRA_ACCEPT_WHISPERS; else m_ExtraFlags &= ~PLAYER_EXTRA_ACCEPT_WHISPERS; }
        bool isGameMaster() const { return m_ExtraFlags & PLAYER_EXTRA_GM_ON; }
        void SetGameMaster(bool on);
        bool isGMChat() const { return m_ExtraFlags & PLAYER_EXTRA_GM_CHAT; }
        void SetGMChat(bool on) { if (on) m_ExtraFlags |= PLAYER_EXTRA_GM_CHAT; else m_ExtraFlags &= ~PLAYER_EXTRA_GM_CHAT; }
        bool isTaxiCheater() const { return m_ExtraFlags & PLAYER_EXTRA_TAXICHEAT; }
        void SetTaxiCheater(bool on) { if (on) m_ExtraFlags |= PLAYER_EXTRA_TAXICHEAT; else m_ExtraFlags &= ~PLAYER_EXTRA_TAXICHEAT; }
        bool isGMVisible() const { return !(m_ExtraFlags & PLAYER_EXTRA_GM_INVISIBLE); }
        void SetGMVisible(bool on);
        void SetPvPDeath(bool on) { if (on) m_ExtraFlags |= PLAYER_EXTRA_PVP_DEATH; else m_ExtraFlags &= ~PLAYER_EXTRA_PVP_DEATH; }

        void GiveXP(uint32 xp, Unit* victim, float group_rate=1.0f);
        void GiveGatheringXP();
        void GiveLevel(uint8 level);

        void InitStatsForLevel(bool reapplyMods = false);


        // .cheat command related
        bool GetCommandStatus(uint32 command) const { return _activeCheats & command; }
        void SetCommandStatusOn(uint32 command) { _activeCheats |= command; }
        void SetCommandStatusOff(uint32 command) { _activeCheats &= ~command; }

        // Played Time Stuff
        time_t m_logintime;
        time_t m_Last_tick;
        uint32 m_Played_time[MAX_PLAYED_TIME_INDEX];
        uint32 GetTotalPlayedTime() { return m_Played_time[PLAYED_TIME_TOTAL]; }
        uint32 GetLevelPlayedTime() { return m_Played_time[PLAYED_TIME_LEVEL]; }

        void setDeathState(DeathState s);                   // overwrite Unit::setDeathState

        void InnEnter (time_t time, uint32 mapid, float x, float y, float z)
        {
            inn_pos_mapid = mapid;
            inn_pos_x = x;
            inn_pos_y = y;
            inn_pos_z = z;
            time_inn_enter = time;
        }

        float GetRestBonus() const { return m_rest_bonus; }
        void SetRestBonus(float rest_bonus_new);

        RestType GetRestType() const { return rest_type; }
        void SetRestType(RestType n_r_type) { rest_type = n_r_type; }

        uint32 GetInnPosMapId() const { return inn_pos_mapid; }
        float GetInnPosX() const { return inn_pos_x; }
        float GetInnPosY() const { return inn_pos_y; }
        float GetInnPosZ() const { return inn_pos_z; }

        time_t GetTimeInnEnter() const { return time_inn_enter; }
        void UpdateInnerTime (time_t time) { time_inn_enter = time; }

        Pet* GetPet() const;
        Pet* SummonPet(uint32 entry, float x, float y, float z, float ang, uint32 despwtime, bool stampeded = false);

        void RemovePet(PetRemoveMode mode, uint8 removeFlags = PET_REMOVE_FLAG_NONE);

        PhaseMgr& GetPhaseMgr() { return m_phaseMgr; }

        void Say(const std::string& text, const uint32 language);
        void Yell(const std::string& text, const uint32 language);
        void TextEmote(const std::string& text);
        void Whisper(const std::string& text, const uint32 language, uint64 receiver);
        void WhisperAddon(const std::string& text, const std::string& prefix, Player* receiver);
        void BuildPlayerChat(WorldPacket* data, uint8 msgtype, const std::string& text, uint32 language, const char* addonPrefix = NULL, const std::string& channel = "") const;

        ArchaeologyMgr& GetArchaeologyMgr() { return m_archaeologyMgr; }

        /*********************************************************/
        /***                    STORAGE SYSTEM                 ***/
        /*********************************************************/

        void SetVirtualItemSlot(uint8 i, Item* item);
        void SetSheath(SheathState sheathed);             // overwrite Unit version
        uint8 FindEquipSlot(ItemTemplate const* proto, uint32 slot, bool swap) const;
        uint32 GetItemCount(uint32 item, bool inBankAlso = false, Item* skipItem = NULL) const;
        uint32 GetItemCountWithLimitCategory(uint32 limitCategory, Item* skipItem = NULL) const;
        Item* GetItemByGuid(uint64 guid) const;
        Item* GetItemByEntry(uint32 entry) const;
        Item* GetItemByPos(uint16 pos) const;
        Item* GetItemByPos(uint8 bag, uint8 slot) const;
        Bag*  GetBagByPos(uint8 slot) const;
        inline Item* GetUseableItemByPos(uint8 bag, uint8 slot) const //Does additional check for disarmed weapons
        {
            if (!CanUseAttackType(GetAttackBySlot(slot)))
                return NULL;
            return GetItemByPos(bag, slot);
        }
        Item* GetWeaponForAttack(WeaponAttackType attackType, bool useable = false) const;
        Item* GetShield(bool useable = false) const;
        static uint8 GetAttackBySlot(uint8 slot);        // MAX_ATTACK if not weapon slot
        std::vector<Item*> &GetItemUpdateQueue() { return m_itemUpdateQueue; }
        static bool IsInventoryPos(uint16 pos) { return IsInventoryPos(pos >> 8, pos & 255); }
        static bool IsInventoryPos(uint8 bag, uint8 slot);
        static bool IsEquipmentPos(uint16 pos) { return IsEquipmentPos(pos >> 8, pos & 255); }
        static bool IsEquipmentPos(uint8 bag, uint8 slot);
        static bool IsBagPos(uint16 pos);
        static bool IsBankPos(uint16 pos) { return IsBankPos(pos >> 8, pos & 255); }
        static bool IsBankPos(uint8 bag, uint8 slot);
        bool IsValidPos(uint16 pos, bool explicit_pos) { return IsValidPos(pos >> 8, pos & 255, explicit_pos); }
        bool IsValidPos(uint8 bag, uint8 slot, bool explicit_pos);
        uint8 GetBankBagSlotCount() const { return GetByteValue(PLAYER_BYTES_2, 2); }
        void SetBankBagSlotCount(uint8 count) { SetByteValue(PLAYER_BYTES_2, 2, count); }
        bool HasItemCount(uint32 item, uint32 count = 1, bool inBankAlso = false) const;
        bool HasItemFitToSpellRequirements(SpellInfo const* spellInfo, Item const* ignoreItem = NULL);
        bool CanNoReagentCast(SpellInfo const* spellInfo) const;
        bool HasItemOrGemWithIdEquipped(uint32 item, uint32 count, uint8 except_slot = NULL_SLOT) const;
        bool HasItemOrGemWithLimitCategoryEquipped(uint32 limitCategory, uint32 count, uint8 except_slot = NULL_SLOT) const;
        InventoryResult CanTakeMoreSimilarItems(Item* pItem) const { return CanTakeMoreSimilarItems(pItem->GetEntry(), pItem->GetCount(), pItem); }
        InventoryResult CanTakeMoreSimilarItems(uint32 entry, uint32 count) const { return CanTakeMoreSimilarItems(entry, count, NULL); }
        InventoryResult CanStoreNewItem(uint8 bag, uint8 slot, ItemPosCountVec& dest, uint32 item, uint32 count, uint32* no_space_count = NULL) const
        {
            return CanStoreItem(bag, slot, dest, item, count, NULL, false, no_space_count);
        }
        InventoryResult CanStoreItem(uint8 bag, uint8 slot, ItemPosCountVec& dest, Item* pItem, bool swap = false) const
        {
            if (!pItem)
                return EQUIP_ERR_ITEM_NOT_FOUND;
            uint32 count = pItem->GetCount();
            return CanStoreItem(bag, slot, dest, pItem->GetEntry(), count, pItem, swap, NULL);

        }
        InventoryResult CanStoreItems(Item** pItem, int count) const;
        InventoryResult CanEquipNewItem(uint8 slot, uint16& dest, uint32 item, bool swap) const;
        InventoryResult CanEquipItem(uint8 slot, uint16& dest, Item* pItem, bool swap, bool not_loading = true) const;

        InventoryResult CanEquipUniqueItem(Item* pItem, uint8 except_slot = NULL_SLOT, uint32 limit_count = 1) const;
        InventoryResult CanEquipUniqueItem(ItemTemplate const* itemProto, uint8 except_slot = NULL_SLOT, uint32 limit_count = 1) const;
        InventoryResult CanUnequipItems(uint32 item, uint32 count) const;
        InventoryResult CanUnequipItem(uint16 src, bool swap) const;
        InventoryResult CanBankItem(uint8 bag, uint8 slot, ItemPosCountVec& dest, Item* pItem, bool swap, bool not_loading = true) const;
        InventoryResult CanUseItem(Item* pItem, bool not_loading = true) const;
        InventoryResult CanUseItem(ItemTemplate const* pItem) const;
        InventoryResult CanRollForItemInLFG(ItemTemplate const* item, WorldObject const* lootedObject) const;
        Item* StoreNewItem(ItemPosCountVec const& pos, uint32 item, bool update, int32 randomPropertyId = 0);
        Item* StoreNewItem(ItemPosCountVec const& pos, uint32 item, bool update, int32 randomPropertyId, AllowedLooterSet &allowedLooters);
        Item* StoreItem(ItemPosCountVec const& pos, Item* pItem, bool update);
        Item* EquipNewItem(uint16 pos, uint32 item, bool update);
        Item* EquipItem(uint16 pos, Item* pItem, bool update);
        void AutoUnequipOffhandIfNeed(bool force = false);
        bool StoreNewItemInBestSlots(uint32 item_id, uint32 item_count);
        void AutoStoreLoot(uint8 bag, uint8 slot, uint32 loot_id, LootStore const& store, bool broadcast = false);
        void AutoStoreLoot(uint32 loot_id, LootStore const& store, bool broadcast = false) { AutoStoreLoot(NULL_BAG, NULL_SLOT, loot_id, store, broadcast); }
        void StoreLootItem(uint8 lootSlot, Loot* loot);

        InventoryResult CanTakeMoreSimilarItems(uint32 entry, uint32 count, Item* pItem, uint32* no_space_count = NULL) const;
        InventoryResult CanStoreItem(uint8 bag, uint8 slot, ItemPosCountVec& dest, uint32 entry, uint32 count, Item* pItem = NULL, bool swap = false, uint32* no_space_count = NULL) const;

        void AddRefundReference(uint32 it);
        void DeleteRefundReference(uint32 it);

        /// send full data about all currencies to client
        void ModifyCurrencyFlags(uint32 currencyId, uint8 flags);
        void SendCurrencies();
        void SendPvpRewards();
        /// return count of currency witch has plr
        uint32 GetCurrency(uint32 id, bool usePrecision) const;
        uint32 GetCurrencyOnWeek(uint32 id, bool usePrecision) const;
        bool hasEnoughSeasonCurrency(uint32 id, uint32 count) const;
        /// return presence related currency
        bool HasCurrency(uint32 id, uint32 count) const;
        void SetCurrency(uint32 id, uint32 count);
        uint32 GetCurrencyWeekCap(uint32 id, bool usePrecision) const;
        void ResetCurrencyWeekCap(bool conquest = false);

        /**
        * @name ModifyCurrency
        * @brief Change specific currency and send result to client

        * @param id currency entry from CurrencyTypes.dbc
        * @param count integer value for adding/removing current currency
        * @param printLog used on SMSG_UPDATE_CURRENCY
        * @param ignore gain multipliers
        */

        int32 ModifyCurrency(uint32 id, int32 count, uint32 modifyFlags = 0);

        void ApplyEquipCooldown(Item* pItem);
        void QuickEquipItem(uint16 pos, Item* pItem);
        void VisualizeItem(uint8 slot, Item* pItem);
        void SetVisibleItemSlot(uint8 slot, Item* pItem);

        void RemoveItem(uint8 bag, uint8 slot, bool update);
        void MoveItemFromInventory(uint8 bag, uint8 slot, bool update);
                                                            // in trade, auction, guild bank, mail....
        void MoveItemToInventory(ItemPosCountVec const& dest, Item* pItem, bool update, bool in_characterInventoryDB = false);
                                                            // in trade, guild bank, mail....
        void RemoveItemDependentAurasAndCasts(Item* pItem);
        void DestroyItem(uint8 bag, uint8 slot, bool update);
        void DestroyItemCount(uint32 item, uint32 count, bool update, bool unequip_check = false);
        void DestroyItemCount(Item* item, uint32& count, bool update);
        void DestroyConjuredItems(bool update);
        void DestroyZoneLimitedItem(bool update, uint32 new_zone);
        void SplitItem(uint16 src, uint16 dst, uint32 count);
        void SwapItem(uint16 src, uint16 dst);
        void AddItemToBuyBackSlot(Item* pItem);
        Item* GetItemFromBuyBackSlot(uint32 slot);
        bool HasItemInBuyBack(Item const *item) const;
        void RemoveItemFromBuyBackSlot(uint32 slot, bool del);
        void SendEquipError(InventoryResult msg, Item* pItem, Item* pItem2 = NULL, uint32 itemid = 0);
        void SendBuyError(BuyResult msg, Creature* creature, uint32 item, uint32 param);
        void SendSellError(SellResult msg, Creature* creature, uint64 guid);
        void AddWeaponProficiency(uint32 newflag) { m_WeaponProficiency |= newflag; }
        void AddArmorProficiency(uint32 newflag) { m_ArmorProficiency |= newflag; }
        uint32 GetWeaponProficiency() const { return m_WeaponProficiency; }
        uint32 GetArmorProficiency() const { return m_ArmorProficiency; }
        bool IsUseEquipedWeapon(bool mainhand) const
        {
            // disarm applied only to mainhand weapon
            return !IsInFeralForm() && (!mainhand || !HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISARMED));
        }
        bool IsTwoHandUsed() const
        {
            Item* mainItem = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND);

            if (mainItem && mainItem->GetTemplate()->SubClass == ITEM_SUBCLASS_WEAPON_WAND)
                return false;

            return mainItem && ((mainItem->GetTemplate()->InventoryType == INVTYPE_2HWEAPON && !CanTitanGrip()) || mainItem->GetTemplate()->InventoryType == INVTYPE_RANGED || mainItem->GetTemplate()->InventoryType == INVTYPE_THROWN || mainItem->GetTemplate()->InventoryType == INVTYPE_RANGEDRIGHT);
        }
        void SendNewItem(Item* item, uint32 count, bool received, bool created, bool broadcast = false);
        bool BuyItemFromVendorSlot(uint64 vendorguid, uint32 vendorslot, uint32 item, uint8 count, uint8 bag, uint8 slot);
        bool BuyCurrencyFromVendorSlot(uint64 vendorGuid, uint32 vendorSlot, uint32 currency, uint32 count);
        bool _StoreOrEquipNewItem(uint32 vendorslot, uint32 item, uint8 count, uint8 bag, uint8 slot, int64 price, ItemTemplate const* pProto, Creature* pVendor, VendorItem const* crItem, bool bStore);

        float GetReputationPriceDiscount(Creature const* creature) const;

        Player* GetTrader() const { return m_trade ? m_trade->GetTrader() : NULL; }
        TradeData* GetTradeData() const { return m_trade; }
        void TradeCancel(bool sendback);

        void UpdateEnchantTime(uint32 time);
        void UpdateSoulboundTradeItems();
        void AddTradeableItem(Item* item);
        void RemoveTradeableItem(Item* item);
        void UpdateItemDuration(uint32 time, bool realtimeonly = false);
        void AddEnchantmentDurations(Item* item);
        void RemoveEnchantmentDurations(Item* item);
        void RemoveArenaEnchantments(EnchantmentSlot slot);
        void AddEnchantmentDuration(Item* item, EnchantmentSlot slot, uint32 duration);
        void ApplyEnchantment(Item* item, EnchantmentSlot slot, bool apply, bool apply_dur = true, bool ignore_condition = false);
        void ApplyEnchantment(Item* item, bool apply);
        void ApplyReforgeEnchantment(Item* item, bool apply);
        void ApplyItemUpgrade(Item* item, bool apply);
        void UpdateSkillEnchantments(uint16 skill_id, uint16 curr_value, uint16 new_value);
        void SendEnchantmentDurations();
        void BuildEnchantmentsInfoData(WorldPacket* data);
        void AddItemDurations(Item* item);
        void RemoveItemDurations(Item* item);
        void SendItemDurations();
        void LoadCorpse();
        void LoadPet();

        bool AddItem(uint32 itemId, uint32 count, uint32* noSpaceForCount = NULL);

        bool FitArmorSpecializationRequirement(SpellEquippedItemsEntry const *info) const;
        void UpdateArmorSpecializationAuras() const;

        /*********************************************************/
        /***                    GOSSIP SYSTEM                  ***/
        /*********************************************************/

        void PrepareGossipMenu(WorldObject* source, uint32 menuId = 0, bool showQuests = false);
        void SendPreparedGossip(WorldObject* source);
        void OnGossipSelect(WorldObject* source, uint32 gossipListId, uint32 menuId);

        uint32 GetGossipTextId(uint32 menuId, WorldObject* source);
        uint32 GetGossipTextId(WorldObject* source);
        static uint32 GetDefaultGossipMenuForSource(WorldObject* source);

        /*********************************************************/
        /***                    QUEST SYSTEM                   ***/
        /*********************************************************/

        int32 GetQuestLevel(Quest const* quest) const { return quest && (quest->GetQuestLevel() > 0) ? quest->GetQuestLevel() : getLevel(); }

        void PrepareQuestMenu(uint64 guid);
        void SendPreparedQuest(uint64 guid);
        bool IsActiveQuest(uint32 quest_id) const;
        Quest const* GetNextQuest(uint64 guid, Quest const* quest);
        bool CanSeeStartQuest(Quest const* quest);
        bool CanTakeQuest(Quest const* quest, bool msg);
        bool CanAddQuest(Quest const* quest, bool msg);
        bool CanCompleteQuest(uint32 quest_id) const;
        bool CanCompleteRepeatableQuest(Quest const* quest);
        bool CanRewardQuest(Quest const* quest, bool msg);
        bool CanRewardQuest(Quest const* quest, uint32 reward, bool msg);
        void AddQuest(Quest const* quest, Object* questGiver);
        void AddQuestAndCheckCompletion(Quest const* quest, Object* questGiver);
        void FullfillQuestRequirements(Quest const *quest);
        void CompleteQuest(uint32 quest_id, bool msg = true);
        void IncompleteQuest(uint32 quest_id);
        void RewardQuest(Quest const* quest, uint32 reward, Object* questGiver, bool announce = true);
        void FailQuest(uint32 quest_id);
        bool SatisfyQuestSkill(Quest const* qInfo, bool msg) const;
        bool SatisfyQuestLevel(Quest const* qInfo, bool msg);
        bool SatisfyQuestLog(bool msg);
        bool SatisfyQuestPreviousQuest(Quest const* qInfo, bool msg);
        bool SatisfyQuestTeam(Quest const* qInfo, bool msg);
        bool SatisfyQuestClass(Quest const* qInfo, bool msg) const;
        bool SatisfyQuestRace(Quest const* qInfo, bool msg);
        bool SatisfyQuestReputation(Quest const* qInfo, bool msg);
        bool SatisfyQuestStatus(Quest const* qInfo, bool msg);
        bool SatisfyQuestConditions(Quest const* qInfo, bool msg);
        bool SatisfyQuestTimed(Quest const* qInfo, bool msg);
        bool SatisfyQuestExclusiveGroup(Quest const* qInfo, bool msg);
        bool SatisfyQuestNextChain(Quest const* qInfo, bool msg);
        bool SatisfyQuestPrevChain(Quest const* qInfo, bool msg);
        bool SatisfyQuestDay(Quest const* qInfo, bool msg);
        bool SatisfyQuestWeek(Quest const* qInfo, bool msg);
        bool SatisfyQuestMonth(Quest const* qInfo, bool msg);
        bool SatisfyQuestSeasonal(Quest const* qInfo, bool msg);
        bool GiveQuestSourceItem(Quest const* quest);
        bool TakeQuestSourceItem(uint32 questId, bool msg);
        bool GetQuestRewardStatus(uint32 quest_id) const;
        QuestStatus GetQuestStatus(uint32 quest_id) const;
        QuestStatus GetQuestStatus(Quest const *qInfo) const;
        void SetQuestStatus(uint32 quest_id, QuestStatus status);
        void RemoveActiveQuest(uint32 quest_id);
        void RemoveRewardedQuest(uint32 quest_id);


        void SetDailyQuestStatus(uint32 quest_id);
        void SetWeeklyQuestStatus(uint32 quest_id);
        void SetMonthlyQuestStatus(uint32 quest_id);
        void SetSeasonalQuestStatus(uint32 quest_id);
        void ResetDailyQuestStatus();
        void ResetWeeklyQuestStatus();
        void ResetMonthlyQuestStatus();
        void ResetSeasonalQuestStatus(uint16 event_id);

        void ResetLFRLootLocks();

        uint16 FindQuestSlot(uint32 quest_id) const;
        uint32 GetQuestSlotQuestId(uint16 slot) const { return GetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_ID_OFFSET); }
        uint32 GetQuestSlotState(uint16 slot)   const { return GetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_STATE_OFFSET); }
        uint16 GetQuestSlotCounter(uint16 slot, uint8 counter) const { return (uint16)(GetUInt64Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_COUNTS_OFFSET) >> (counter * 16)); }
        uint32 GetQuestSlotTime(uint16 slot)    const { return GetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_TIME_OFFSET); }
        void SetQuestSlot(uint16 slot, uint32 quest_id, uint32 timer = 0)
        {
            SetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_ID_OFFSET, quest_id);
            SetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_STATE_OFFSET, 0);
            SetUInt64Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_COUNTS_OFFSET, 0);
            SetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_TIME_OFFSET, timer);
        }
        void SetQuestSlotCounter(uint16 slot, uint8 counter, uint16 count)
        {
            uint64 val = GetUInt64Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_COUNTS_OFFSET);
            val &= ~((uint64)0xFFFF << (counter * 16));
            val |= ((uint64)count << (counter * 16));
            SetUInt64Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_COUNTS_OFFSET, val);
        }
        void SetQuestSlotState(uint16 slot, uint32 state) { SetFlag(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_STATE_OFFSET, state); }
        void RemoveQuestSlotState(uint16 slot, uint32 state) { RemoveFlag(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_STATE_OFFSET, state); }
        void SetQuestSlotTimer(uint16 slot, uint32 timer) { SetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_TIME_OFFSET, timer); }
        void SwapQuestSlot(uint16 slot1, uint16 slot2)
        {
            for (int i = 0; i < MAX_QUEST_OFFSET; ++i)
            {
                uint32 temp1 = GetUInt32Value(PLAYER_QUEST_LOG_1_1 + MAX_QUEST_OFFSET * slot1 + i);
                uint32 temp2 = GetUInt32Value(PLAYER_QUEST_LOG_1_1 + MAX_QUEST_OFFSET * slot2 + i);

                SetUInt32Value(PLAYER_QUEST_LOG_1_1 + MAX_QUEST_OFFSET * slot1 + i, temp2);
                SetUInt32Value(PLAYER_QUEST_LOG_1_1 + MAX_QUEST_OFFSET * slot2 + i, temp1);
            }
        }
        uint16 GetReqKillOrCastCurrentCount(uint32 quest_id, int32 entry);
        void AreaExploredOrEventHappens(uint32 questId);
        void GroupEventHappens(uint32 questId, WorldObject const* pEventObject);
        void ItemAddedQuestCheck(uint32 entry, uint32 count);
        void ItemRemovedQuestCheck(uint32 entry, uint32 count);
        void KilledMonster(CreatureTemplate const* cInfo, uint64 guid);
        void KilledMonsterCredit(uint32 entry, uint64 guid = 0, bool spell = false);
        void TalkedToCreature(uint32 entry, uint64 guid);
        void MoneyChanged(uint64 value);
        void ReputationChanged(FactionEntry const* factionEntry);
        bool HasQuestForItem(uint32 itemid) const;
        bool HasQuestForGO(int32 GOId) const;
        void UpdateForQuestWorldObjects();
        bool CanShareQuest(uint32 quest_id) const;

        void SendQuestComplete(Quest const* quest);
        void SendQuestReward(Quest const* quest, uint32 XP, Object* questGiver);
        void SendQuestFailed(uint32 questId, InventoryResult reason = EQUIP_ERR_OK);
        void SendQuestTimerFailed(uint32 quest_id);
        void SendCanTakeQuestResponse(uint32 msg) const;
        void SendQuestConfirmAccept(Quest const* quest, Player* pReceiver);
        void SendPushToPartyResponse(Player const *player, uint32 msg);
        void SendQuestUpdateAddCredit(Quest const* quest, QuestObjective const* objective, ObjectGuid guid, uint16 oldCount, uint16 addCount);
        void SendQuestUpdateAddPlayer(Quest const* quest, QuestObjective const* objective, uint16 oldCount, uint16 addCount);

        uint64 GetDivider() { return m_divider; }
        void SetDivider(uint64 guid) { m_divider = guid; }

        uint32 GetInGameTime() { return m_ingametime; }

        void SetInGameTime(uint32 time) { m_ingametime = time; }

        void AddTimedQuest(uint32 quest_id) { m_timedquests.insert(quest_id); }
        void RemoveTimedQuest(uint32 quest_id) { m_timedquests.erase(quest_id); }

        /*********************************************************/
        /***                   LOAD SYSTEM                     ***/
        /*********************************************************/

        bool LoadFromDB(uint32 guid, SQLQueryHolder *charHolder, SQLQueryHolder *authHolder);
        bool isBeingLoaded() const { return GetSession()->PlayerLoading();}

        void Initialize(uint32 guid);
        static uint32 GetUInt32ValueFromArray(Tokenizer const& data, uint16 index);
        static float  GetFloatValueFromArray(Tokenizer const& data, uint16 index);
        static uint32 GetZoneIdFromDB(uint64 guid);
        static uint32 GetLevelFromDB(uint64 guid);
        static bool   LoadPositionFromDB(uint32& mapid, float& x, float& y, float& z, float& o, bool& in_flight, uint64 guid);

        static bool IsValidGender(uint8 Gender) { return Gender <= GENDER_FEMALE; }
        static bool IsValidClass(uint8 Class) { return (1 << (Class - 1)) & CLASSMASK_ALL_PLAYABLE; }
        static bool IsValidRace(uint8 Race) { return (1 << (Race - 1)) & RACEMASK_ALL_PLAYABLE; }

        /*********************************************************/
        /***                   SAVE SYSTEM                     ***/
        /*********************************************************/

        void SaveToDB(bool create = false);
        void SaveInventoryAndGoldToDB(SQLTransaction& trans);                    // fast save function for item/money cheating preventing
        void SaveGoldToDB(SQLTransaction& trans);

        static void SetUInt32ValueInArray(Tokenizer& data, uint16 index, uint32 value);
        static void Customize(uint64 guid, uint8 gender, uint8 skin, uint8 face, uint8 hairStyle, uint8 hairColor, uint8 facialHair);
        static void SavePositionInDB(uint32 mapid, float x, float y, float z, float o, uint32 zone, uint64 guid);

        static void DeleteFromDB(uint64 playerguid, uint32 accountId, bool updateRealmChars = true, bool deleteFinally = false);
        static void DeleteOldCharacters();
        static void DeleteOldCharacters(uint32 keepDays);

        bool m_mailsLoaded;
        bool m_mailsUpdated;

        void SetBindPoint(uint64 guid);
        void SendTalentWipeConfirm(uint64 guid, bool specializaion);
        void RegenerateAll();
        void Regenerate(Powers power);
        void RegenerateHealth();
        void setRegenTimerCount(uint32 time) {m_regenTimerCount = time;}
        void setWeaponChangeTimer(uint32 time) {m_weaponChangeTimer = time;}

        uint64 GetMoney() const { return GetUInt64Value(PLAYER_FIELD_COINAGE); }
        void ModifyMoney(int64 d);
        bool HasEnoughMoney(uint64 amount) const { return GetMoney() >= amount; }
        bool HasEnoughMoney(int64 amount) const
        {
            if (amount > 0)
                return (GetMoney() >= (uint64)amount);
            return true;
        }

        void SetMoney(uint64 value)
        {
            SetUInt64Value(PLAYER_FIELD_COINAGE, value);
            MoneyChanged(value);
            UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_GOLD_VALUE_OWNED);
        }

        RewardedQuestSet const& getRewardedQuests() const { return m_RewardedQuests; }
        QuestStatusMap& getQuestStatusMap() { return m_QuestStatus; }

        size_t GetRewardedQuestCount() const { return m_RewardedQuests.size(); }
        bool IsQuestRewarded(uint32 quest_id) const
        {
            return m_RewardedQuests.find(quest_id) != m_RewardedQuests.end();
        }

        uint64 GetSelection() const { return m_curSelection; }
        Unit* GetSelectedUnit() const;
        Player* GetSelectedPlayer() const;
        void SetSelection(uint64 guid) { m_curSelection = guid; SetUInt64Value(UNIT_FIELD_TARGET, guid); }

        uint8 GetComboPoints() const { return m_comboPoints; }
        uint64 GetComboTarget() const { return m_comboTarget; }

        void AddComboPoints(Unit* target, int8 count, Spell* spell = NULL);
        void GainSpellComboPoints(int8 count);
        void ClearComboPoints();
        void SendComboPoints();

        void SendMailResult(uint32 mailId, MailResponseType mailAction, MailResponseResult mailError, uint32 equipError = 0, uint32 item_guid = 0, uint32 item_count = 0);
        void SendNewMail();
        void UpdateNextMailTimeAndUnreads();
        void AddNewMailDeliverTime(time_t deliver_time);
        bool IsMailsLoaded() const { return m_mailsLoaded; }

        void RemoveMail(uint32 id);

        void AddMail(Mail* mail) { m_mail.push_front(mail);}// for call from WorldSession::SendMailTo
        uint32 GetMailSize() { return m_mail.size();}
        Mail* GetMail(uint32 id);

        PlayerMails::iterator GetMailBegin() { return m_mail.begin();}
        PlayerMails::iterator GetMailEnd() { return m_mail.end();}

        /*********************************************************/
        /*** MAILED ITEMS SYSTEM ***/
        /*********************************************************/

        uint8 unReadMails;
        time_t m_nextMailDelivereTime;

        typedef std::unordered_map<uint32, Item*> ItemMap;

        ItemMap mMitems;                                    //template defined in objectmgr.cpp

        Item* GetMItem(uint32 id)
        {
            ItemMap::iterator itr = mMitems.find(id);
            return itr != mMitems.end() ? itr->second : NULL;
        }

        Item const * GetMItem(uint32 id) const
        {
            ItemMap::const_iterator itr = mMitems.find(id);
            return itr != mMitems.end() ? itr->second : NULL;
        }

        void AddMItem(Item* it)
        {
            mMitems[it->GetGUIDLow()] = it;
        }

        bool RemoveMItem(uint32 id)
        {
            return mMitems.erase(id) ? true : false;
        }

        void PetSpellInitialize();
        void CharmSpellInitialize();
        void PossessSpellInitialize();
        void VehicleSpellInitialize();
        void SendRemoveControlBar();
        void SendKnownSpells();
        bool HasSpell(uint32 spell) const;
        bool HasActiveSpell(uint32 spell) const;            // show in spellbook
        TrainerSpellState GetTrainerSpellState(TrainerSpell const* trainer_spell) const;
        bool IsSpellFitByClassAndRace(SpellInfo const *spellInfo) const;
        bool IsNeedCastPassiveSpellAtLearn(SpellInfo const* spellInfo) const;

        void SendProficiency(ItemClass itemClass, uint32 itemSubclassMask);
        bool addSpell(uint32 spellId, bool active, bool learning, bool dependent, bool disabled, bool loading = false);
        void learnSpell(uint32 spell_id, bool dependent);
        void removeSpell(uint32 spell_id, bool disabled = false, bool learn_low_rank = true);
        void resetSpells(bool myClassOnly = false);
        void learnDefaultSpells();
        void learnQuestRewardedSpells();
        void learnQuestRewardedSpells(Quest const* quest);
        void learnSpellHighRank(uint32 spellid);
        void AddTemporarySpell(uint32 spellId);
        void RemoveTemporarySpell(uint32 spellId);
        void SetReputation(uint32 factionentry, uint32 value);
        uint32 GetReputation(uint32 factionentry);
        std::string GetGuildName();

        // Talents
        uint32 GetFreeTalentPoints() const { return _talentMgr.FreeTalentPoints; }
        void SetFreeTalentPoints(uint32 points) { _talentMgr.FreeTalentPoints = points; }
        uint32 GetUsedTalentCount() const { return _talentMgr.UsedTalentCount; }
        void SetUsedTalentCount(uint32 talents) { _talentMgr.UsedTalentCount = talents; }
        uint32 GetQuestRewardedTalentCount() const { return _talentMgr.QuestRewardedTalentCount; }
        void AddQuestRewardedTalentCount(uint32 points) { _talentMgr.QuestRewardedTalentCount += points; }
        uint32 GetTalentResetCost() const { return _talentMgr.ResetTalentsCost; }
        void SetTalentResetCost(uint32 cost)  { _talentMgr.ResetTalentsCost = cost; }
        uint32 GetSpecializationResetCost() const { return _talentMgr.ResetSpecializationCost; }
        void SetSpecializationResetCost(uint32 cost) { _talentMgr.ResetSpecializationCost = cost; }
        uint32 GetSpecializationResetTime() const { return _talentMgr.ResetSpecializationTime; }
        void SetSpecializationResetTime(time_t time_) { _talentMgr.ResetSpecializationTime = time_; }
        uint32 GetTalentResetTime() const { return _talentMgr.ResetTalentsTime; }
        void SetTalentResetTime(time_t time_)  { _talentMgr.ResetTalentsTime = time_; }
        uint8 GetActiveSpec() const { return _talentMgr.ActiveSpec; }
        void SetActiveSpec(uint8 spec){ _talentMgr.ActiveSpec = spec; }
        uint8 GetSpecsCount() const { return _talentMgr.SpecsCount; }
        void SetSpecsCount(uint8 count) { _talentMgr.SpecsCount = count; }
        void SetSpecializationId(uint8 spec, uint32 id);
        uint32 GetSpecializationId(uint8 spec) const { return _talentMgr.SpecInfo[spec].SpecializationId; }
        uint32 GetRoleForGroup(uint32 specializationId);

        bool ResetTalents(bool no_cost = false);
        uint32 GetNextResetTalentsCost() const;
        void ResetSpec(bool no_cost = false);
        uint32 GetNextResetSpecializationCost() const;
        void InitTalentForLevel();
        void InitSpellForLevel();
        void RemoveSpecializationSpells();
        void BuildPlayerTalentsInfoData(WorldPacket* data);
        void SendTalentsInfoData(bool pet);
        bool LearnTalent(uint32 talentId);
        bool AddTalent(uint32 spellId, uint8 spec, bool learning);
        bool HasTalent(uint32 spell_id, uint8 spec) const;
        uint32 CalculateTalentPoints() const;
        void CastPassiveTalentSpell(uint32 spellId);
        void RemovePassiveTalentSpell(uint32 spellId);


        // Dual Spec
        void UpdateSpecCount(uint8 count);
        void ActivateSpec(uint8 spec);

        void InitGlyphsForLevel();
        void SetGlyphSlot(uint8 slot, uint32 slottype) { SetUInt32Value(PLAYER_FIELD_GLYPH_SLOTS_1 + slot, slottype); }
        uint32 GetGlyphSlot(uint8 slot) const { return GetUInt32Value(PLAYER_FIELD_GLYPH_SLOTS_1 + slot); }
        void SetGlyph(uint8 slot, uint32 glyph)
        {
            _talentMgr.SpecInfo[GetActiveSpec()].Glyphs[slot] = glyph;
            SetUInt32Value(PLAYER_FIELD_GLYPHS_1 + slot, glyph);
        }
        uint32 GetGlyph(uint8 spec, uint8 slot) const { return _talentMgr.SpecInfo[spec].Glyphs[slot]; }

        PlayerTalentMap const & GetTalentMap(uint8 spec) const { return _talentMgr.SpecInfo[spec].Talents; }
        PlayerTalentMap & GetTalentMap(uint8 spec) { return _talentMgr.SpecInfo[spec].Talents; }
        ActionButtonList const& GetActionButtons() const { return m_actionButtons; }

        uint32 GetFreePrimaryProfessionPoints() const { return GetUInt32Value(PLAYER_CHARACTER_POINTS); }
        void SetFreePrimaryProfessions(uint16 profs) { SetUInt32Value(PLAYER_CHARACTER_POINTS, profs); }
        void InitPrimaryProfessions();

        SkillStatusMap const& GetSkillStatusMap() const { return mSkillStatus; }

        PlayerSpellMap const & GetSpellMap() const { return m_spells; }

        SpellCooldowns const& GetSpellCooldownMap() const { return m_spellCooldowns; }

        bool AddSpellMod(SpellModifier::Ptr const &mod, bool apply);
        bool IsAffectedBySpellmod(SpellInfo const* spellInfo, SpellModifier::Ptr const &mod, Spell* spell = NULL);

        template <typename T>
        T ApplySpellMod(uint32 spellId, SpellModOp op, T &basevalue, Spell* spell = NULL, bool takeMods = true);

        void RemoveSpellMods(Spell &spell);
        void RestoreSpellMods(Spell &spell, uint32 ownerAuraId = 0, Aura *aura = NULL);
        void RestoreAllSpellMods(uint32 ownerAuraId = 0, Aura *aura = NULL);
        void DropModCharge(SpellModifier::Ptr const &mod, Spell* spell);
        void SetSpellModTakingSpell(Spell* spell, bool apply);

        bool HasSpellCooldown(uint32 spellId) const;
        uint32 GetRemainingSpellCooldown(uint32 spellId) const;

        void AddSpellAndCategoryCooldowns(SpellInfo const* spellInfo, uint32 itemId, Spell* spell = NULL, bool infinityCooldown = false);
        void AddSpellCooldown(uint32 spell_id, uint32 itemid, uint32 delay, bool sendCooldownPacket = false);
        void SendCategoryCooldown(uint32 categoryId, int32 cooldown);
        void SendCooldownEvent(SpellInfo const* spellInfo, uint32 itemId = 0, Spell* spell = NULL, bool setCooldown = true);
        void ProhibitSpellSchool(SpellSchoolMask idSchoolMask, uint32 unTimeMs);
        void RemoveSpellCooldown(uint32 spell_id, bool update = false);
        void RemoveSpellCategoryCooldown(uint32 cat, bool update = false);
        void SendClearCooldown(uint32 spell_id, Unit* target);
        void ReduceSpellCooldown(uint32 spellId, int32 reduction);

        GlobalCooldownMgr & GetGlobalCooldownMgr() { return m_GlobalCooldownMgr; }

        void RemoveArenaSpellCooldowns(bool removeActivePetCooldowns = false);
        void RemoveAllSpellCooldown();
        void _LoadSpellCooldowns(PreparedQueryResult result);
        void _SaveSpellCooldowns(SQLTransaction& trans);
        void SetLastPotionId(uint32 item_id) { m_lastPotionId = item_id; }
        void UpdatePotionCooldown(Spell* spell = NULL);

        void SetResurrectRequestData(Unit* caster, uint32 health, uint32 mana, uint32 appliedAura)
        {
            ASSERT(!IsRessurectRequested());
            _resurrectionData = new ResurrectionData();
            _resurrectionData->GUID = caster->GetGUID();
            _resurrectionData->Location.WorldRelocate(*caster);
            _resurrectionData->Health = health;
            _resurrectionData->Mana = mana;
            _resurrectionData->Aura = appliedAura;
        }

        void ClearResurrectRequestData()
        {
            delete _resurrectionData;
            _resurrectionData = NULL;
        }
        bool IsRessurectRequestedBy(uint64 guid) const
        {
            if (!IsRessurectRequested())
                return false;

            return _resurrectionData->GUID == guid;
        }

        bool IsRessurectRequested() const { return _resurrectionData != NULL; }

        void ResurectUsingRequestData();

        uint8 getCinematic()
        {
            return m_cinematic;
        }
        void setCinematic(uint8 cine)
        {
            m_cinematic = cine;
        }

        ActionButton* addActionButton(uint8 button, uint32 action, uint8 type);
        void removeActionButton(uint8 button);
        ActionButton const* GetActionButton(uint8 button);
        void SendInitialActionButtons() const { SendActionButtons(0); }
        void SendActionButtons(uint32 state) const;
        void BuildActionButtonsDatas(WorldPacket* data, uint8 buttons[MAX_ACTION_BUTTONS][8], uint8 order, bool byte = false) const;
        bool IsActionButtonDataValid(uint8 button, uint32 action, uint8 type);

        int8 GetFreeActionButton();

        PvPInfo pvpInfo;
        void UpdatePvPState(bool onlyFFA = false);
        void SetPvP(bool state)
        {
            Unit::SetPvP(state);
            for (ControlList::iterator itr = m_Controlled.begin(); itr != m_Controlled.end(); ++itr)
                (*itr)->SetPvP(state);
        }
        void UpdatePvP(bool state, bool override=false);
        void UpdateZone(uint32 newZone, uint32 newArea);
        void UpdateArea(uint32 newArea);

        void UpdateZoneDependentAuras(uint32 zone_id);    // zones
        void UpdateAreaDependentAuras(uint32 area_id);    // subzones

        void UpdateAfkReport(time_t currTime);
        void UpdatePvPFlag(time_t currTime);
        void UpdateContestedPvP(uint32 currTime);
        void SetContestedPvPTimer(uint32 newTime) {m_contestedPvPTimer = newTime;}
        void ResetContestedPvP()
        {
            ClearUnitState(UNIT_STATE_ATTACK_PLAYER);
            RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_CONTESTED_PVP);
            m_contestedPvPTimer = 0;
        }

        /** todo: -maybe move UpdateDuelFlag+DuelComplete to independent DuelHandler.. **/
        DuelInfo* duel;
        void UpdateDuelFlag(time_t currTime);
        void CheckDuelDistance(time_t currTime);
        void DuelComplete(DuelCompleteType type);
        void SendDuelCountdown(uint32 counter);

        bool IsGroupVisibleFor(Player const* p) const;
        bool IsInSameGroupWith(Player const* p) const;
        bool IsInSameRaidWith(Player const* p) const { return p == this || (GetGroup() != NULL && GetGroup() == p->GetGroup()); }
        void UninviteFromGroup();
        static void RemoveFromGroup(Group* group, uint64 guid, RemoveMethod method = GROUP_REMOVEMETHOD_DEFAULT, uint64 kicker = 0, const char* reason = NULL);
        void RemoveFromGroup(RemoveMethod method = GROUP_REMOVEMETHOD_DEFAULT) { RemoveFromGroup(GetGroup(), GetGUID(), method); }
        void SendUpdateToOutOfRangeGroupMembers();

        void SetInGuild(uint32 guildId);
        void SetRank(uint8 rankId) { SetUInt32Value(PLAYER_GUILDRANK, rankId); }
        uint32 GetRank() const { return GetUInt32Value(PLAYER_GUILDRANK); }
        void SetGuildLevel(uint32 level) { SetUInt32Value(PLAYER_GUILDLEVEL, level); }
        uint32 GetGuildLevel() const { return GetUInt32Value(PLAYER_GUILDLEVEL); }
        void SetGuildIdInvited(uint32 GuildId) { m_GuildIdInvited = GuildId; }
        uint32 GetGuildId() const { return GetUInt32Value(OBJECT_FIELD_DATA); /* return only lower part */ }
        Guild* GetGuild();
        Guild const * GetGuild() const;
        static uint32 GetGuildIdFromDB(uint64 guid);
        static uint8 GetRankFromDB(uint64 guid);
        uint32 GetGuildIdInvited() const { return m_GuildIdInvited; }
        static void RemovePetitionsAndSigns(uint64 guid, uint32 type);
        bool HasGuild();

        // Arena
        uint32 GetArenaPersonalRating(uint8 slot) const { return m_ArenaPersonalRating[slot]; }
        uint32 GetBestRatingOfWeek(uint8 slot) const { return m_BestRatingOfWeek[slot]; }
        uint32 GetBestRatingOfSeason(uint8 slot) const { return m_BestRatingOfSeason[slot]; }
        uint32 GetWeekWins(uint8 slot) const { return m_WeekWins[slot]; }
        uint32 GetPrevWeekWins(uint8 slot) const { return m_PrevWeekWins[slot]; }
        uint32 GetSeasonWins(uint8 slot) const { return m_SeasonWins[slot]; }
        uint32 GetWeekGames(uint8 slot) const { return m_WeekGames[slot]; }
        uint32 GetSeasonGames(uint8 slot) const { return m_SeasonGames[slot]; }
        uint32 GetArenaMatchMakerRating(uint8 slot) const { return m_ArenaMatchMakerRating[slot]; }

        uint32 GetMaxPersonalRatingRequirement(uint32 startSlot) const;

        void SetArenaPersonalRating(uint8 slot, uint32 value);
        void UpdateMaxRatedBgRating(uint16 newRating);

        void SetArenaMatchMakerRating(uint8 slot, uint32 value)
        {
            m_ArenaMatchMakerRating[slot] = value;
        }

        void IncrementWeekGames(uint8 slot) { ++m_WeekGames[slot]; }
        void IncrementWeekWins(uint8 slot) { ++m_WeekWins[slot]; }
        void IncrementSeasonGames(uint8 slot) { ++m_SeasonGames[slot]; }
        void IncrementSeasonWins(uint8 slot) { ++m_SeasonWins[slot]; }
        void FinishWeek();

        void SendBattlegroundTimer(uint32 currentTime, uint32 maxTime);

        Difficulty GetDifficulty(bool isRaid) const { return isRaid ? m_raidDifficulty : m_dungeonDifficulty; }
        Difficulty GetDungeonDifficulty() const { return m_dungeonDifficulty; }
        Difficulty GetRaidDifficulty() const { return m_raidDifficulty; }
        Difficulty GetStoredRaidDifficulty() const { return m_raidMapDifficulty; } // only for use in difficulty packet after exiting to raid map
        void SetDungeonDifficulty(Difficulty dungeon_difficulty) { m_dungeonDifficulty = dungeon_difficulty; }
        void SetRaidDifficulty(Difficulty raid_difficulty) { m_raidDifficulty = raid_difficulty; }
        void StoreRaidMapDifficulty() { m_raidMapDifficulty = GetMap()->GetDifficulty(); }

        void SetLootSpecialisation(uint32 specialisation);
        uint32 GetLootSpecialisation() const { return GetUInt32Value(PLAYER_FIELD_LOOT_SPEC_ID); }
        uint32 GetLootSpecOrClassSpec() const;

        bool UpdateSkill(uint32 skill_id, uint32 step);
        bool UpdateSkillPro(uint16 SkillId, int32 Chance, uint32 step);

        bool UpdateCraftSkill(uint32 spellid);
        bool UpdateGatherSkill(uint32 SkillId, uint32 SkillValue, uint32 RedLevel, uint32 Multiplicator = 1);
        bool UpdateFishingSkill();

        float GetHealthBonusFromStamina();

        bool UpdateStats(Stats stat);
        bool UpdateAllStats();
        void UpdateResistances(uint32 school);
        void UpdateArmor();
        void UpdateMaxHealth();
        void UpdateMaxPower(Powers power);
        void UpdateAttackPowerAndDamage(bool ranged = false);
        void UpdateDamagePhysical(WeaponAttackType attType);
        void ApplySpellPowerBonus(int32 amount, bool apply);
        void UpdateSpellDamageAndHealingBonus();
        void ApplyRatingMod(CombatRating cr, int32 value, bool apply);
        void UpdateRating(CombatRating cr);
        void UpdateAllRatings();

        void UpdateHasteAffectedPowerRegeneration(CombatRating cr, float value, bool apply);

        void CalculateMinMaxDamage(WeaponAttackType attType, bool normalized, bool addTotalPct, float& min_damage, float& max_damage);

        inline void RecalculateRating(CombatRating cr) { ApplyRatingMod(cr, 0, true);}
        float GetMeleeCritFromAgility();
        // Moved to Player::UpdateDodgePercentage()
        //void GetDodgeFromAgility(float &diminishing, float &nondiminishing);
        float GetSpellCritFromIntellect();
        float OCTRegenMPPerSpirit() const;
        float GetRatingMultiplier(CombatRating cr) const;
        float GetRatingBonusValue(CombatRating cr) const;
        uint32 GetBaseSpellPowerBonus() { return m_baseSpellPower; }
        int32 GetSpellPenetrationItemMod() const { return m_spellPenetrationItemMod; }

        float GetExpertiseDodgeOrParryReduction(WeaponAttackType attType) const;
        void UpdateBlockPercentage();
        void UpdateCritPercentage(WeaponAttackType attType);
        void UpdateAllCritPercentages();
        void UpdateParryPercentage();
        void UpdateDodgePercentage();
        void UpdateMeleeHitChances();
        void UpdateRangedHitChances();
        void UpdateSpellHitChances();
        void UpdateMasteryPercentage();
        void UpdatePvPPowerPercentage();

        void UpdateAllSpellCritChances();
        void UpdateSpellCritChance(uint32 school);
        void UpdateExpertise(WeaponAttackType attType);
        void ApplyManaRegenBonus(int32 amount, bool apply);
        void ApplyHealthRegenBonus(int32 amount, bool apply);
        void UpdateManaRegen();
        void UpdateRuneRegen();

        bool CanSwitch() const;
        bool IsInWorgenForm() const { return HasAuraType(SPELL_AURA_ALLOW_WORGEN_TRANSFORM); }
        void SwitchToHumanForm() { RemoveAurasByType(SPELL_AURA_ALLOW_WORGEN_TRANSFORM); }
        void SwitchToWorgenForm() { CastSpell(this, 97709, true); }
        void SwitchForm();

        uint64 GetLootGUID() const { return m_lootGuid; }
        void SetLootGUID(uint64 guid) { m_lootGuid = guid; }

        void RemovedInsignia(Player* looterPlr);

        WorldSession* GetSession() const { return m_session; }

        void LootMoneyInGroup(uint32 money, MoneyLootFlags lootFlags);
        void LootMoney(uint32 money, MoneyLootFlags flags);

        void BuildCreateUpdateBlockForPlayer(UpdateData* data, Player* target) const;
        void DestroyForPlayer(Player* target, bool onDeath = false) const;
        void SendLogXPGain(uint32 GivenXP, Unit* victim, uint32 BonusXP, bool recruitAFriend = false, float group_rate=1.0f);

        // notifiers
        void SendAttackSwingCantAttack();
        void SendAttackSwingCancelAttack();
        void SendAttackSwingDeadTarget();
        void SendAttackSwingNotInRange();
        void SendAttackSwingBadFacingAttack();
        void SendAutoRepeatCancel(Unit* target);
        void SendExplorationExperience(uint32 Area, uint32 Experience);

        void SendDungeonDifficulty(bool IsInGroup);
        void SendRaidDifficulty(bool IsInGroup, int32 forcedDifficulty = -1);
        void ResetInstances(uint8 method, bool isRaid);
        void SendResetInstanceSuccess(uint32 MapId);
        void SendResetInstanceFailed(uint32 reason, uint32 MapId);
        void SendResetFailedNotify(uint32 mapid);

        virtual bool UpdatePosition(float x, float y, float z, float orientation, bool teleport = false);
        bool UpdatePosition(const Position &pos, bool teleport = false) { return UpdatePosition(pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ(), pos.GetOrientation(), teleport); }
        void UpdateUnderwaterState(Map* m, float x, float y, float z);

        void SendMessageToSet(WorldPacket* data, bool self) {SendMessageToSetInRange(data, GetVisibilityRange(), self); };// overwrite Object::SendMessageToSet
        void SendMessageToSetInRange(WorldPacket* data, float fist, bool self);// overwrite Object::SendMessageToSetInRange
        void SendMessageToSetInRange(WorldPacket* data, float dist, bool self, bool own_team_only);
        void SendMessageToSet(WorldPacket* data, Player const* skipped_rcvr);

        void SendTeleportPacket(Position &oldPos);

        Corpse* GetCorpse() const;
        void SpawnCorpseBones();
        void CreateCorpse();
        void KillPlayer();
        uint32 GetResurrectionSpellId();
        void ResurrectPlayer(float restore_percent, bool applySickness = false);
        void BuildPlayerRepop();
        void RepopAtGraveyard();
        void SendCemeteryList(bool onMap);

        uint32 GetStatForSpec(uint32 classId);

        uint32 GetLastKilledCreature() { return m_lastKilledCreatureId; }
        void SetLastKilledCreature(Creature* creature);

        uint32 GetCurrentMovieId() const { return m_currentMovie; }
        void SetCurrentMovieId(uint32 movieID) { m_currentMovie = movieID; }

        void DurabilityLossAll(double percent, bool inventory);
        void DurabilityLoss(Item* item, double percent);
        void DurabilityPointsLossAll(int32 points, bool inventory);
        void DurabilityPointsLoss(Item* item, int32 points);
        void DurabilityPointLossForEquipSlot(EquipmentSlots slot);
        uint32 DurabilityRepairAll(bool cost, float discountMod, bool guildBank);
        uint32 DurabilityRepair(uint16 pos, bool cost, float discountMod, bool guildBank);

        void UpdateMirrorTimers();
        void StopMirrorTimers()
        {
            StopMirrorTimer(FATIGUE_TIMER);
            StopMirrorTimer(BREATH_TIMER);
            StopMirrorTimer(FIRE_TIMER);
        }
        bool IsMirrorTimerActive(MirrorTimerType type) { return m_MirrorTimer[type] == getMaxTimer(type); }

        bool CanJoinConstantChannelInZone(ChatChannelsEntry const* channel, AreaTableEntry const* zone);

        void JoinedChannel(Channel* c);
        void LeftChannel(Channel* c);
        void CleanupChannels();
        void UpdateLocalChannels(uint32 newZone);
        void LeaveLFGChannel();

        void SetSkill(uint16 id, uint16 step, uint16 currVal, uint16 maxVal);
        uint16 GetMaxSkillValue(uint32 skill) const;        // max + perm. bonus + temp bonus
        uint16 GetPureMaxSkillValue(uint32 skill) const;    // max
        uint16 GetSkillValue(uint32 skill) const;           // skill value + perm. bonus + temp bonus
        uint16 GetBaseSkillValue(uint32 skill) const;       // skill value + perm. bonus
        uint16 GetPureSkillValue(uint32 skill) const;       // skill value
        int16 GetSkillPermBonusValue(uint32 skill) const;
        int16 GetSkillTempBonusValue(uint32 skill) const;
        uint16 GetSkillStep(uint16 skill) const;            // 0...6
        bool HasSkill(uint32 skill) const;
        void learnSkillRewardedSpells(uint32 id, uint32 value);

        WorldLocation& GetTeleportDest() { return m_teleport_dest; }
        bool IsBeingTeleported() const { return mSemaphoreTeleport_Near || mSemaphoreTeleport_Far; }
        bool IsBeingTeleportedNear() const { return mSemaphoreTeleport_Near; }
        bool IsBeingTeleportedFar() const { return mSemaphoreTeleport_Far; }
        void SetSemaphoreTeleportNear(bool semphsetting) { mSemaphoreTeleport_Near = semphsetting; }
        void SetSemaphoreTeleportFar(bool semphsetting) { mSemaphoreTeleport_Far = semphsetting; }
        void ProcessDelayedOperations();

        void CheckAreaExploreAndOutdoor(void);

        static uint32 TeamForRace(uint8 race);
        TeamId GetTeamId() const { return GetTeam() == ALLIANCE ? TEAM_ALLIANCE : TEAM_HORDE; }
        void setFactionForRace(uint8 race);

        void InitDisplayIds();

        bool IsAtGroupRewardDistance(WorldObject const* pRewardSource) const;
        bool IsAtRecruitAFriendDistance(WorldObject const* pOther) const;
        void RewardCreatureCurrency(uint32 entry);
        void RewardPlayerAndGroupAtKill(Unit* victim, bool isBattleGround);
        void RewardPlayerAndGroupAtEvent(uint32 creature_id, WorldObject* pRewardSource);
        bool isHonorOrXPTarget(Unit const *victim) const;

        bool GetsRecruitAFriendBonus(bool forXP);
        uint8 GetGrantableLevels() { return m_grantableLevels; }
        void SetGrantableLevels(uint8 val) { m_grantableLevels = val; }

        Expansion GetExpByLevel();

        ReputationMgr&       GetReputationMgr()       { return m_reputationMgr; }
        ReputationMgr const& GetReputationMgr() const { return m_reputationMgr; }
        ReputationRank GetReputationRank(uint32 faction_id) const;
        void RewardReputation(Unit* victim, float rate);
        void RewardReputation(Quest const* quest);
        void RewardGuildReputation(Quest const* quest);

        void ModifySkillBonus(uint32 skillid, int32 val, bool talent);

        /*********************************************************/
        /***                  PVP SYSTEM                       ***/
        /*********************************************************/
        // @TODO: Properly implement correncies as of Cataclysm
        void UpdateHonorFields();
        bool RewardHonor(Unit* victim, uint32 groupsize, int32 honor = -1, bool pvptoken = false);

        //End of PvP System

        void SetDrunkValue(uint8 newDrunkValue, uint32 itemId = 0);
        uint8 GetDrunkValue() const { return GetByteValue(PLAYER_BYTES_3, 1); }
        static DrunkenState GetDrunkenstateByValue(uint8 value);

        uint32 GetDeathTimer() const { return m_deathTimer; }
        uint32 GetCorpseReclaimDelay(bool pvp) const;
        void UpdateCorpseReclaimDelay();
        void SendCorpseReclaimDelay(bool load = false);

        uint32 GetBlockPercent() { return GetUInt32Value(PLAYER_SHIELD_BLOCK); }
        bool CanParry() const { return m_canParry; }
        void SetCanParry(bool value);
        bool CanBlock() const { return m_canBlock; }
        void SetCanBlock(bool value);
        bool CanMastery() const { return HasAuraType(SPELL_AURA_MASTERY); }
        bool CanTitanGrip() const { return m_canTitanGrip; }
        void SetCanTitanGrip(bool value) { m_canTitanGrip = value; }
        bool CanTameExoticPets() const { return isGameMaster() || HasAuraType(SPELL_AURA_ALLOW_TAME_PET_TYPE); }

        void SetRegularAttackTime();
        void SetBaseModValue(BaseModGroup modGroup, BaseModType modType, float value) { m_auraBaseMod[modGroup][modType] = value; }
        void HandleBaseModValue(BaseModGroup modGroup, BaseModType modType, float amount, bool apply);
        float GetBaseModValue(BaseModGroup modGroup, BaseModType modType) const;
        float GetTotalBaseModValue(BaseModGroup modGroup) const;
        float GetTotalPercentageModValue(BaseModGroup modGroup) const { return m_auraBaseMod[modGroup][FLAT_MOD] + m_auraBaseMod[modGroup][PCT_MOD]; }
        void _ApplyAllStatBonuses();
        void _RemoveAllStatBonuses();

        void ResetAllPowers();

        void _ApplyWeaponDependentAuraMods(Item* item, WeaponAttackType attackType, bool apply);
        void _ApplyWeaponDependentAuraCritMod(Item* item, WeaponAttackType attackType, AuraEffect const *aura, bool apply);
        void _ApplyWeaponDependentAuraDamageMod(Item* item, WeaponAttackType attackType, AuraEffect const *aura, bool apply);

        void _ApplyItemMods(Item* item, uint8 slot, bool apply);
        void _RemoveAllItemMods();
        void _ApplyAllItemMods();
        void _ApplyAllLevelScaleItemMods(bool apply);
        void _ApplyItemBonuses(ItemTemplate const* proto, uint8 slot, bool apply, bool only_level_scale = false);
        void _ApplyWeaponDamage(uint8 slot, ItemTemplate const* proto, ScalingStatValuesEntry const* ssv, bool apply);
        bool EnchantmentFitsRequirements(uint32 enchantmentcondition, int8 slot);
        void ToggleMetaGemsActive(uint8 exceptslot, bool apply);
        void CorrectMetaGemEnchants(uint8 slot, bool apply);
        void InitDataForForm(bool reapplyMods = false);

        void ApplyItemEquipSpell(Item* item, bool apply, bool form_change = false);
        void ApplyEquipSpell(SpellInfo const* spellInfo, Item* item, bool apply, bool form_change = false);
        void UpdateEquipSpellsAtFormChange();
        void CastItemCombatSpell(Unit* target, WeaponAttackType attType, uint32 procVictim, uint32 procEx);
        void CastItemUseSpell(Item* item, SpellCastTargets const& targets, uint8 cast_count, uint32 glyphIndex);
        void CastItemCombatSpell(Unit* target, WeaponAttackType attType, uint32 procVictim, uint32 procEx, Item* item, ItemTemplate const* proto);

        void SendEquipmentSetList();
        void SetEquipmentSet(uint32 index, EquipmentSet eqset);
        void DeleteEquipmentSet(uint64 setGuid);

        void SendInitWorldStates(uint32 zone, uint32 area);
        void SendUpdateWorldState(uint32 Field, uint32 Value);
        void SendDirectMessage(WorldPacket const *data) const;
        void SendBGWeekendWorldStates();

        void SendAurasForTarget(Unit* target);
        void SendCooldownAtLogin();

        PlayerMenu* PlayerTalkClass;
        std::vector<ItemSetEffect*> ItemSetEff;

        void SendLoot(uint64 guid, LootType loot_type);
        void SendLootRelease(uint64 guid);
        void SendNotifyLootItemRemoved(uint8 lootSlot);
        void SendNotifyLootMoneyRemoved();

        void SendPersonalLoot(const LootTemplate* loot, Difficulty diff, uint16 lootmode);
        void SendItemToMailbox(uint32 item, uint32 count);
        void HandleLFRLoot(WorldObject* object, uint32 lootId, bool lastKilled);

        /*********************************************************/
        /***               BATTLEGROUND SYSTEM                 ***/
        /*********************************************************/

        uint32 m_ChallengeCooldown;
        bool InBattleground()       const                { return m_bgData.bgInstanceID != 0; }
        bool InArena()              const;
        uint32 GetBattlegroundId()  const                { return m_bgData.bgInstanceID; }
        BattlegroundTypeId GetBattlegroundTypeId() const { return m_bgData.bgTypeID; }
        Battleground* GetBattleground() const;

        uint32 GetBattlegroundQueueJoinTime(uint32 bgTypeId) const
        {
            auto itr = m_bgData.bgQueuesJoinedTime.find(bgTypeId);
            return itr != m_bgData.bgQueuesJoinedTime.end() ? itr->second : time(NULL);
        }

        void AddBattlegroundQueueJoinTime(uint32 bgTypeId, uint32 joinTime)
        {
            m_bgData.bgQueuesJoinedTime[bgTypeId] = joinTime;
        }

        void RemoveBattlegroundQueueJoinTime(uint32 bgTypeId)
        {
            m_bgData.bgQueuesJoinedTime.erase(m_bgData.bgQueuesJoinedTime.find(bgTypeId)->second);
        }

        bool InBattlegroundQueue() const
        {
            for (uint8 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
                if (m_bgBattlegroundQueueID[i].bgQueueTypeId != BATTLEGROUND_QUEUE_NONE)
                    return true;
            return false;
        }

        BattlegroundQueueTypeId GetBattlegroundQueueTypeId(uint32 index) const { return m_bgBattlegroundQueueID[index].bgQueueTypeId; }
        uint32 GetBattlegroundQueueIndex(BattlegroundQueueTypeId bgQueueTypeId) const
        {
            for (uint8 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
                if (m_bgBattlegroundQueueID[i].bgQueueTypeId == bgQueueTypeId)
                    return i;
            return PLAYER_MAX_BATTLEGROUND_QUEUES;
        }
        bool IsInvitedForBattlegroundQueueType(BattlegroundQueueTypeId bgQueueTypeId) const
        {
            for (uint8 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
                if (m_bgBattlegroundQueueID[i].bgQueueTypeId == bgQueueTypeId)
                    return m_bgBattlegroundQueueID[i].invitedToInstance != 0;
            return false;
        }
        bool InBattlegroundQueueForBattlegroundQueueType(BattlegroundQueueTypeId bgQueueTypeId) const
        {
            return GetBattlegroundQueueIndex(bgQueueTypeId) < PLAYER_MAX_BATTLEGROUND_QUEUES;
        }

        void SetBattlegroundId(uint32 val, BattlegroundTypeId bgTypeId)
        {
            m_bgData.bgInstanceID = val;
            m_bgData.bgTypeID = bgTypeId;
        }
        uint32 AddBattlegroundQueueId(BattlegroundQueueTypeId val)
        {
            for (uint8 i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
            {
                if (m_bgBattlegroundQueueID[i].bgQueueTypeId == BATTLEGROUND_QUEUE_NONE || m_bgBattlegroundQueueID[i].bgQueueTypeId == val)
                {
                    m_bgBattlegroundQueueID[i].bgQueueTypeId = val;
                    m_bgBattlegroundQueueID[i].invitedToInstance = 0;
                    return i;
                }
            }
            return PLAYER_MAX_BATTLEGROUND_QUEUES;
        }
        bool HasFreeBattlegroundQueueId()
        {
            for (uint8 i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
                if (m_bgBattlegroundQueueID[i].bgQueueTypeId == BATTLEGROUND_QUEUE_NONE)
                    return true;
            return false;
        }
        void RemoveBattlegroundQueueId(BattlegroundQueueTypeId val)
        {
            for (uint8 i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
            {
                if (m_bgBattlegroundQueueID[i].bgQueueTypeId == val)
                {
                    m_bgBattlegroundQueueID[i].bgQueueTypeId = BATTLEGROUND_QUEUE_NONE;
                    m_bgBattlegroundQueueID[i].invitedToInstance = 0;
                    return;
                }
            }
        }
        void SetInviteForBattlegroundQueueType(BattlegroundQueueTypeId bgQueueTypeId, uint32 instanceId)
        {
            for (uint8 i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
                if (m_bgBattlegroundQueueID[i].bgQueueTypeId == bgQueueTypeId)
                    m_bgBattlegroundQueueID[i].invitedToInstance = instanceId;
        }
        bool IsInvitedForBattlegroundInstance(uint32 instanceId) const
        {
            for (uint8 i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
                if (m_bgBattlegroundQueueID[i].invitedToInstance == instanceId)
                    return true;
            return false;
        }
        WorldLocation const& GetBattlegroundEntryPoint() const { return m_bgData.joinPos; }
        void SetBattlegroundEntryPoint();

        void SetBGTeam(uint32 team) { m_bgData.bgTeam = team; }

        void LeaveBattleground(bool teleportToEntryPoint = true);
        bool CanJoinToBattleground(Battleground const* bg) const;
        bool CanReportAfkDueToLimit();
        void ReportedAfkBy(Player* reporter);
        void ClearAfkReports() { m_bgData.bgAfkReporter.clear(); }

        bool GetBGAccessByLevel(BattlegroundTypeId bgTypeId) const;
        bool isTotalImmunity();
        bool CanUseBattlegroundObject();
        bool isTotalImmune();
        bool CanCaptureTowerPoint();

        bool GetRandomWinner() const { return m_IsBGRandomWinner; }
        void SetRandomWinner(bool isWinner);

        /*********************************************************/
        /***               OUTDOOR PVP SYSTEM                  ***/
        /*********************************************************/

        OutdoorPvP* GetOutdoorPvP() const;
        // returns true if the player is in active state for outdoor pvp objective capturing, false otherwise
        bool IsOutdoorPvPActive();

        /*********************************************************/
        /***                    REST SYSTEM                    ***/
        /*********************************************************/

        bool isRested() const { return GetRestTime() >= 10*IN_MILLISECONDS; }
        uint32 GetXPRestBonus(uint32 xp);
        uint32 GetRestTime() const { return m_restTime;}
        void SetRestTime(uint32 v) { m_restTime = v;}

        /*********************************************************/
        /***              ENVIROMENTAL SYSTEM                  ***/
        /*********************************************************/

        bool IsImmuneToEnvironmentalDamage();
        uint32 EnvironmentalDamage(EnviromentalDamage type, uint32 damage);

        /*********************************************************/
        /***               FLOOD FILTER SYSTEM                 ***/
        /*********************************************************/

        void UpdateSpeakTime();
        bool UpdatePmChatTime();
        bool CanSpeak() const;

        /*********************************************************/
        /***                 VARIOUS SYSTEMS                   ***/
        /*********************************************************/
        void UpdateFallInformationIfNeed(MovementInfo const& minfo, uint16 opcode);
        Unit* m_mover;
        WorldObject* m_seer;
        void SetFallInformation(uint32 time, float z)
        {
            m_lastFallTime = time;
            m_lastFallZ = z;
        }
        void HandleFall(MovementInfo const& movementInfo);

        bool IsKnowHowFlyIn(uint32 mapid, uint32 zone, uint32 spellId = 0) const;

        void SetClientControl(Unit* target, uint8 allowMove);

        void SetMover(Unit* target);

        bool SetHover(bool enable);

        void SetSeer(WorldObject* target) { m_seer = target; }
        void SetViewpoint(WorldObject* target, bool apply);
        WorldObject* GetViewpoint() const;
        void StopCastingCharm();
        void StopCastingBindSight();

        uint32 GetSaveTimer() const { return m_nextSave; }
        void   SetSaveTimer(uint32 timer) { m_nextSave = timer; }

        // Recall position
        uint32 m_recallMap;
        float  m_recallX;
        float  m_recallY;
        float  m_recallZ;
        float  m_recallO;
        void   SaveRecallPosition();

        void SetHomebind(WorldLocation const& loc, uint32 area_id);

        // Homebind coordinates
        uint32 m_homebindMapId;
        uint16 m_homebindAreaId;
        float m_homebindX;
        float m_homebindY;
        float m_homebindZ;

        WorldLocation GetStartPosition() const;

        // currently visible objects at player client
        typedef std::unordered_set<uint64> ClientGUIDs;
        ClientGUIDs m_clientGUIDs;

        bool HaveAtClient(WorldObject const* u) const { return u == this || m_clientGUIDs.find(u->GetGUID()) != m_clientGUIDs.end(); }

        bool IsNeverVisible() const;

        bool IsVisibleGloballyFor(Player const *player) const;

        void SendInitialVisiblePackets(Unit* target);
        void UpdateVisibilityForPlayer();
        void UpdateVisibilityOf(WorldObject* target);
        void UpdateTriggerVisibility();

        template<class T>
        void UpdateVisibilityOf(T* target, UpdateData& data, std::set<Unit*>& visibleNow);

        uint8 m_forced_speed_changes[MAX_MOVE_TYPE];

        bool HasAtLoginFlag(AtLoginFlags f) const { return m_atLoginFlags & f; }
        void SetAtLoginFlag(AtLoginFlags f) { m_atLoginFlags |= f; }
        void RemoveAtLoginFlag(AtLoginFlags flags, bool persist = false);

        bool isUsingLfg();

        // Temporarily removed pet cache
        uint32 GetTemporaryUnsummonedPetNumber() const { return m_temporaryUnsummonedPetNumber; }
        void SetTemporaryUnsummonedPetNumber(uint32 petnumber) { m_temporaryUnsummonedPetNumber = petnumber; }
        void UnsummonPetTemporaryIfAny();
        void UnsummonBattlePetTemporary();
        void ResummonPetTemporaryUnSummonedIfAny();
        bool IsPetNeedBeTemporaryUnsummoned() const { return !IsInWorld() || !IsAlive(); }

        void SendCinematicStart(uint32 CinematicSequenceId);
        void SendMovieStart(uint32 MovieId);

        /*********************************************************/
        /***                 INSTANCE SYSTEM                   ***/
        /*********************************************************/

        typedef std::unordered_map<uint32 /*mapId*/, InstancePlayerBind> BoundInstancesMap;

        void UpdateHomebindTime(uint32 time);

        uint32 m_HomebindTimer;
        bool m_InstanceValid;
        // permanent binds and solo binds by difficulty
        BoundInstancesMap m_boundInstances[MAX_DIFFICULTY];
        InstancePlayerBind* GetBoundInstance(uint32 mapid, Difficulty difficulty);
        BoundInstancesMap& GetBoundInstances(Difficulty difficulty) { return m_boundInstances[difficulty]; }
        InstanceSave* GetInstanceSave(uint32 mapid, bool raid);
        void UnbindInstance(uint32 mapid, Difficulty difficulty, bool unload = false);
        void UnbindInstance(BoundInstancesMap::iterator &itr, Difficulty difficulty, bool unload = false);
        InstancePlayerBind* BindToInstance(InstanceSave* save, bool permanent, bool load = false);
        void BindToInstance();
        void SetPendingBind(uint32 instanceId, uint32 bindTimer) { _pendingBindId = instanceId; _pendingBindTimer = bindTimer; }
        bool HasPendingBind() const { return _pendingBindId > 0; }
        void SendRaidInfo();
        void SendSavedInstances();
        static void ConvertInstancesToGroup(Player* player, Group* group, bool switchLeader);
        bool Satisfy(AccessRequirement const* ar, uint32 target_map, bool report = false);
        bool CheckInstanceLoginValid();
        bool CheckInstanceCount(uint32 instanceId) const
        {
            if (_instanceResetTimes.size() < sWorld->getIntConfig(CONFIG_MAX_INSTANCES_PER_HOUR))
                return true;
            return _instanceResetTimes.find(instanceId) != _instanceResetTimes.end();
        }

        void AddInstanceEnterTime(uint32 instanceId, time_t enterTime)
        {
            if (_instanceResetTimes.find(instanceId) == _instanceResetTimes.end())
                _instanceResetTimes.insert(InstanceTimeMap::value_type(instanceId, enterTime + HOUR));
        }

        bool HasEnterInstance(uint32 instanceId) const
        {
            return _instanceResetTimes.find(instanceId) != _instanceResetTimes.end();
        }

        bool HasLFRLootBind(uint32 id);
        void SetLFRLootBind(uint32 id) { m_lfrLootBinds.insert(id); }

        // last used pet number
        uint32 GetCurrentPetId() const { return m_currentPetId; }
        void SetCurrentPetId(uint32 newPetId);

        uint32 GetCurrentPetSlot() const { return m_currentPetSlot; }
        void SetCurrentPetSlot(uint32 petSlot) { m_currentPetSlot = petSlot; }

        int8 GetSlotForNewPet() const;

        void SetPetSlotUsed(uint32 petId, uint8 slot) { m_petsBySlot.at(slot) = petId; }
        bool IsPetSlotUsed(uint8 slot)
        {
            if (m_petsBySlot.at(slot) != 0)
                return true;

            return false;
        }

        void SetPetSlotFree(uint32 petId)
        {
            for (PetSlotVector::iterator i = m_petsBySlot.begin(); i != m_petsBySlot.end(); ++i)
            {
                if (*i == petId)
                {
                    *i = 0;
                    break;
                }
            }
        }

        void SwapPetSlots(uint8 first, uint8 second)
        {
            std::swap(m_petsBySlot.at(first), m_petsBySlot.at(second));
        }

        uint32 GetPetIdBySlot(uint8 slot) const { return m_petsBySlot.at(slot); }

        Pet* CreateTamedPetFrom(Creature* creatureTarget, uint32 spellId = 0);
        Pet* CreateTamedPetFrom(uint32 creatureEntry, uint32 spellId = 0);
        bool InitTamedPet(Pet* pet, uint8 level, uint32 spellId);

        PetAuraSet const & GetPetAuras() const { return m_petAuras; }

        void AddPetAura(PetAura const* petSpell);
        void RemovePetAura(PetAura const* petSpell);

        // last used pet number (for BG's)
        uint32 GetLastPetNumber(bool withDismissed = false);
        void SetLastPetNumber(uint32 petnumber) { m_lastpetnumber = petnumber; }

        /*********************************************************/
        /***                   GROUP SYSTEM                    ***/
        /*********************************************************/

        uint32 GetInvitingGroupId() const { return m_invitingGroupId; }
        void SetInvitingGroupId(uint32 groupId) { m_invitingGroupId = groupId; }

        Group* GetGroup() { return m_group.getTarget(); }
        const Group* GetGroup() const { return (const Group*)m_group.getTarget(); }
        GroupReference& GetGroupRef() { return m_group; }
        void SetGroup(Group* group, int8 subgroup = -1);
        uint8 GetSubGroup() const { return m_group.getSubGroup(); }
        uint32 GetGroupUpdateFlag() const { return m_groupUpdateMask; }
        void SetGroupUpdateFlag(uint32 flag) { m_groupUpdateMask |= flag; }
        uint64 GetAuraUpdateMaskForRaid() const { return m_auraRaidUpdateMask; }
        void SetAuraUpdateMaskForRaid(uint8 slot) { m_auraRaidUpdateMask |= (uint64(1) << slot); }
        Player* GetNextRandomRaidMember(float radius);
        PartyResult CanUninviteFromGroup() const;

        // Battleground / Battlefield Group System
        void SetBattlegroundOrBattlefieldRaid(Group* group, int8 subgroup = -1);
        void RemoveFromBattlegroundOrBattlefieldRaid();
        Group* GetOriginalGroup() { return m_originalGroup.getTarget(); }
        GroupReference& GetOriginalGroupRef() { return m_originalGroup; }
        uint8 GetOriginalSubGroup() const { return m_originalGroup.getSubGroup(); }
        void SetOriginalGroup(Group* group, int8 subgroup = -1);

        void SetPassOnGroupLoot(bool bPassOnGroupLoot) { m_bPassOnGroupLoot = bPassOnGroupLoot; }
        bool GetPassOnGroupLoot() const { return m_bPassOnGroupLoot; }

        MapReference &GetMapRef() { return m_mapRef; }

        // Set map to player and add reference
        void SetMap(Map* map);
        void ResetMap();

        bool isAllowedToLoot(const Creature* creature) const;

        DeclinedName const* GetDeclinedNames() const { return m_declinedname; }
        uint8 GetRunesState() const { return m_runes.runeState; }
        RuneType GetBaseRune(uint8 index) const { return RuneType(m_runes.runes[index].BaseRune); }
        RuneType GetCurrentRune(uint8 index) const { return RuneType(m_runes.runes[index].CurrentRune); }
        uint32 GetRuneCooldown(uint8 index) const { return m_runes.runes[index].Cooldown; }
        uint32 GetRuneBaseCooldown() const;
        uint32 GetRuneConvertSpell(uint8 index) const { return m_runes.runes[index].spell_id; }
        bool IsBaseRuneSlotsOnCooldown(RuneType runeType) const;
        void SetDeathRuneUsed(uint8 index, bool apply) { m_runes.runes[index].DeathUsed = apply; }
        bool IsDeathRuneUsed(uint8 index) { return m_runes.runes[index].DeathUsed; }
        bool IsRunePermanentlyConverted(uint8 index) { return m_runes.runes[index].Permanently; }
        void SetBaseRune(uint8 index, RuneType baseRune) { m_runes.runes[index].BaseRune = baseRune; }
        void SetCurrentRune(uint8 index, RuneType currentRune) { m_runes.runes[index].CurrentRune = currentRune; }
        void SetRuneCooldown(uint8 index, uint32 cooldown) { m_runes.runes[index].Cooldown = cooldown; m_runes.SetRuneState(index, cooldown == 0); }
        void SetRuneConvertSpell(uint8 index, uint32 spell_id) { m_runes.runes[index].spell_id = spell_id; }
        void SetRuneConvertType(uint8 index, bool permanently) { m_runes.runes[index].Permanently = permanently; }
        void AddRuneBySpell(uint8 index, RuneType newType, uint32 spell_id) { SetRuneConvertSpell(index, spell_id); ConvertRune(index, newType); }
        uint8 GetLastUsedRuneMask() { return m_runes.lastUsedRuneMask; }
        void ClearLastUsedRuneMask() { m_runes.lastUsedRuneMask = 0; }
        void SetLastUsedRuneIndex(uint8 index) { m_runes.lastUsedRuneMask |= (1 << index); }
        void RemoveRunesBySpell(uint32 spell_id);
        void RestoreBaseRune(uint8 index);
        void ConvertRune(uint8 index, RuneType newType);
        void ResyncRunes(uint8 count);
        void SendDeathRuneUpdate();
        void AddRunePower(uint8 index);
        void InitRunes();

        AchievementMgr<Player>& GetAchievementMgr() { return m_achievementMgr; }
        AchievementMgr<Player> const& GetAchievementMgr() const { return m_achievementMgr; }
        void CheckAllAchievementCriteria();
        void UpdateAchievementCriteria(AchievementCriteriaTypes type, uint64 miscValue1 = 0, uint64 miscValue2 = 0, uint64 miscValue3 = 0, Unit* unit = NULL);
        void CompletedAchievement(AchievementEntry const* entry);

        bool HasTitle(uint32 bitIndex);
        bool HasTitle(CharTitlesEntry const* title) { return HasTitle(title->bit_index); }
        void SetTitle(CharTitlesEntry const* title, bool lost = false);

        //bool isActiveObject() const { return true; }
        bool canSeeSpellClickOn(Creature const* creature) const;

        uint32 GetChampioningFaction() const { return m_ChampioningFaction; }
        void SetChampioningFaction(uint32 faction) { m_ChampioningFaction = faction; }
        Spell* m_spellModTakingSpell;

        uint32 GetAverageItemLevel();
        bool isDebugAreaTriggers;

        void ClearWhisperWhiteList() { whisperWhitelist_.clear(); }
        void AddWhisperWhiteList(uint64 guid) { whisperWhitelist_.insert(guid); }
        bool HasInWhisperWhiteList(uint64 guid) const { return whisperWhitelist_.find(guid) != whisperWhitelist_.end(); }
        void RemoveFromWhisperWhiteList(uint64 guid) { whisperWhitelist_.erase(guid); }

        /*! These methods send different packets to the client in apply and unapply case.
            These methods are only sent to the current unit.
        */
        void SendMovementSetCanFly(bool apply);
        void SendMovementSetCanTransitionBetweenSwimAndFly(bool apply);
        void SendMovementSetHover(bool apply);
        void SendMovementSetWaterWalking(bool apply);
        void SendMovementSetFeatherFall(bool apply);
        void SendMovementSetCollisionHeight(float height);
        bool SetDisableGravity(bool disable, bool packetOnly = false) override;
        void SendApplyMovementForce(bool apply, Position const &source, float force = 0.0f);

        bool hasForcedMovement() const { return hasForcedMovement_; }

        bool CanFly() const { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_CAN_FLY); }

        //! Return collision height sent to client
        float GetCollisionHeight(bool mounted)
        {
            if (mounted)
            {
                CreatureDisplayInfoEntry const* mountDisplayInfo = sCreatureDisplayInfoStore.LookupEntry(GetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID));
                if (!mountDisplayInfo)
                    return GetCollisionHeight(false);

                CreatureModelDataEntry const* mountModelData = sCreatureModelDataStore.LookupEntry(mountDisplayInfo->ModelId);
                if (!mountModelData)
                    return GetCollisionHeight(false);

                CreatureDisplayInfoEntry const* displayInfo = sCreatureDisplayInfoStore.LookupEntry(GetNativeDisplayId());
                ASSERT(displayInfo);
                CreatureModelDataEntry const* modelData = sCreatureModelDataStore.LookupEntry(displayInfo->ModelId);
                ASSERT(modelData);

                float scaleMod = GetFloatValue(OBJECT_FIELD_SCALE_X); // 99% sure about this

                return scaleMod * mountModelData->MountHeight + modelData->CollisionHeight * 0.5f;
            }
            else
            {
                //! Dismounting case - use basic default model data
                CreatureDisplayInfoEntry const* displayInfo = sCreatureDisplayInfoStore.LookupEntry(GetNativeDisplayId());
                ASSERT(displayInfo);
                CreatureModelDataEntry const* modelData = sCreatureModelDataStore.LookupEntry(displayInfo->ModelId);
                ASSERT(modelData);

                return modelData->CollisionHeight;
            }
        }

        uint16 GetPrimaryProfession(uint8 index) const
        {
            //ASSERT(index < DEFAULT_MAX_PRIMARY_TRADE_SKILL);
            return uint16(GetUInt32Value(PLAYER_PROFESSION_SKILL_LINE_1 + index));
        }

        void SetPrimaryProfession(uint8 index, uint16 skillId)
        {
            //ASSERT(index < DEFAULT_MAX_PRIMARY_TRADE_SKILL);
            SetUInt32Value(PLAYER_PROFESSION_SKILL_LINE_1 + index, skillId);
        }

        // Void Storage
        bool IsVoidStorageUnlocked() const { return HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_VOID_UNLOCKED); }
        void UnlockVoidStorage() { SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_VOID_UNLOCKED); }
        void LockVoidStorage() { RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_VOID_UNLOCKED); }
        uint8 GetNextVoidStorageFreeSlot() const;
        uint8 GetNumOfVoidStorageFreeSlots() const;
        uint8 AddVoidStorageItem(const VoidStorageItem& item);
        void AddVoidStorageItemAtSlot(uint8 slot, const VoidStorageItem& item);
        void DeleteVoidStorageItem(uint8 slot);
        bool SwapVoidStorageItem(uint8 oldSlot, uint8 newSlot);
        VoidStorageItem* GetVoidStorageItem(uint8 slot) const;
        VoidStorageItem* GetVoidStorageItem(uint64 id, uint8& slot) const;

        Trinity::RatedBgStats const & ratedBgStats() const { return m_ratedBgStats; }
        void wonRatedBg(uint32 otherTeamMMR, int32 mmrChange);
        void lostRatedBg(uint32 otherTeamMMR, int32 mmrChange);
        static void offlineLostRatedBg(uint32 guid, uint32 otherTeamMMR, int32 mmrChange);

        void ShowNeutralPlayerFactionSelectUI();

        void SetKnockBackTime(uint32 timer) { m_knockBackTimer = timer; }
        uint32 GetKnockBackTime() const { return m_knockBackTimer; }

        void SetIgnoreMovementCount(uint8 count) { m_ignoreMovementCount = count; }
        uint8 GetIgnoreMovementCount() const { return m_ignoreMovementCount; }

        bool HasSpellCharge(uint32 spellId, SpellCategoryEntry const &category) const;

        void SendCUFProfiles();

        // Quest Objectives
        void QuestObjectiveSatisfy(uint32 objectiveId, uint32 amount);
        void QuestObjectiveSatisfy(uint32 objectId, uint8 type, uint32 amount, uint64 guid = 0, bool groupCheck = false, bool objectIdCheck = true);

        uint32 GetQuestObjectiveCounter(uint32 objectiveId) const;

        /*********************************************************/
        /***              BATTLE PET SYSTEM                    ***/
        /*********************************************************/

        BattlePetMgr& GetBattlePetMgr() { return m_battlePetMgr; }
        BattlePetMgr const& GetBattlePetMgr() const { return m_battlePetMgr; }

        uint8 GetBattleGroundRoles() const { return m_bgRoles; }
        void SetBattleGroundRoles(uint8 roles) { m_bgRoles = roles; }

        void auraAppliedOnTarget(uint32 spellId, uint64 targetGuid)
        {
            AuraTargetList &targets = auraTargets_[spellId];
            if (std::find(targets.begin(), targets.end(), targetGuid) == targets.end())
                targets.push_back(targetGuid);
        }

        void auraRemovedFromTarget(uint32 spellId, uint64 targetGuid)
        {
            AuraTargetMap::iterator i = auraTargets_.find(spellId);
            if (i == auraTargets_.end())
                return;

            AuraTargetList &targets = i->second;

            AuraTargetList::iterator j = std::find(targets.begin(), targets.end(), targetGuid);
            if (j != targets.end())
                targets.erase(j);
        }

        size_t countOfTargetsOfAura(uint32 spellId) const
        {
            AuraTargetMap::const_iterator i = auraTargets_.find(spellId);
            return (i != auraTargets_.end()) ? i->second.size() : 0;
        }

        AuraTargetList const * listOfTargetsOfAura(uint32 spellId) const
        {
            AuraTargetMap::const_iterator i = auraTargets_.find(spellId);
            return (i != auraTargets_.end()) ? &i->second : NULL;
		}

        uint32 m_forcedLogoutTime;
        uint32 m_forcedLogoutEventStage;

    private:
        typedef std::unordered_set<uint32> DFQuestsDoneList;
        DFQuestsDoneList m_dfQuests;

        // Gamemaster whisper whitelist
        WhisperWhitelist whisperWhitelist_;
        uint32 m_regenTimer;
        uint32 m_regenTimerCount;
        uint32 m_alternateRegenTimerCount;
        float m_powerFraction[MAX_POWERS_PER_CLASS];
        uint32 m_contestedPvPTimer;
        uint32 m_currentMovie;

        /*********************************************************/
        /***               BATTLEGROUND SYSTEM                 ***/
        /*********************************************************/

        /*
        this is an array of BG queues (BgTypeIDs) in which is player
        */
        struct BgBattlegroundQueueID_Rec
        {
            BattlegroundQueueTypeId bgQueueTypeId;
            uint32 invitedToInstance;
        };

        BgBattlegroundQueueID_Rec m_bgBattlegroundQueueID[PLAYER_MAX_BATTLEGROUND_QUEUES];
        BGData                    m_bgData;

        bool m_IsBGRandomWinner;

        /*********************************************************/
        /***                    QUEST SYSTEM                   ***/
        /*********************************************************/

        //We allow only one timed quest active at the same time. Below can then be simple value instead of set.
        typedef std::set<uint32> QuestSet;
        typedef std::set<uint32> SeasonalQuestSet;
        typedef std::unordered_map<uint32, SeasonalQuestSet> SeasonalEventQuestMap;
        QuestSet m_timedquests;
        QuestSet m_weeklyquests;
        QuestSet m_monthlyquests;
        SeasonalEventQuestMap m_seasonalquests;

        uint64 m_divider;
        uint32 m_ingametime;

        /*********************************************************/
        /***                   LOAD SYSTEM                     ***/
        /*********************************************************/

        void _LoadActions(PreparedQueryResult result);
        void _LoadAuras(PreparedQueryResult result, PreparedQueryResult resultEffect, uint32 timediff);
        void _LoadGlyphAuras();
        void _LoadBoundInstances(PreparedQueryResult result);
        void _LoadInventory(PreparedQueryResult result, uint32 timeDiff);
        void _LoadVoidStorage(PreparedQueryResult result);
        void _LoadMailInit(PreparedQueryResult resultUnread, PreparedQueryResult resultDelivery);
        void _LoadMail();
        void _LoadMailedItems(Mail* mail);
        void _LoadQuestStatus(PreparedQueryResult result);
        void _LoadQuestObjectiveStatus(PreparedQueryResult result);
        void _LoadQuestStatusRewarded(PreparedQueryResult result);
        void _LoadDailyQuestStatus(PreparedQueryResult result);
        void _LoadWeeklyQuestStatus(PreparedQueryResult result);
        void _LoadMonthlyQuestStatus(PreparedQueryResult result);
        void _LoadSeasonalQuestStatus(PreparedQueryResult result);
        void _LoadRandomBGStatus(PreparedQueryResult result);
        void _LoadGroup(PreparedQueryResult result);
        void _LoadSkills(PreparedQueryResult result);
        void _LoadSpells(PreparedQueryResult result);
        bool _LoadHomeBind(PreparedQueryResult result);
        void _LoadDeclinedNames(PreparedQueryResult result);
        void _LoadEquipmentSets(PreparedQueryResult result);
        void _LoadArenaData(PreparedQueryResult result);
        void _LoadBGData(PreparedQueryResult result);
        void _LoadGlyphs(PreparedQueryResult result);
        void _LoadTalents(PreparedQueryResult result);
        void _LoadInstanceTimeRestrictions(PreparedQueryResult result);
        void _LoadCUFProfiles(PreparedQueryResult result);
        void _LoadConquestPointsWeekCap(PreparedQueryResult result);
        void _LoadCurrency(PreparedQueryResult result);
        void _LoadKnownTitles(PreparedQueryResult result);
        void _LoadLFRLootBinds(PreparedQueryResult result);

        /*********************************************************/
        /***                   SAVE SYSTEM                     ***/
        /*********************************************************/

        void _SaveActions(SQLTransaction& trans);
        void _SaveAuras(SQLTransaction& trans);
        void _SaveInventory(SQLTransaction& trans);
        void _SaveVoidStorage(SQLTransaction& trans);
        void _SaveMail(SQLTransaction& trans);
        void _SaveQuestStatus(SQLTransaction& trans);
        void _SaveQuestObjectiveStatus(SQLTransaction& trans);
        void _SaveDailyQuestStatus(SQLTransaction& trans);
        void _SaveWeeklyQuestStatus(SQLTransaction& trans);
        void _SaveMonthlyQuestStatus(SQLTransaction& trans);
        void _SaveSeasonalQuestStatus(SQLTransaction& trans);
        void _SaveSkills(SQLTransaction& trans);
        void _SaveSpells(SQLTransaction& charTrans, SQLTransaction& authTrans);
        void _SaveEquipmentSets(SQLTransaction& trans);
        void _SaveArenaData(SQLTransaction& trans);
        void _SaveBGData(SQLTransaction& trans);
        void _SaveGlyphs(SQLTransaction& trans);
        void _SaveTalents(SQLTransaction& trans);
        void _SaveStats(SQLTransaction& trans);
        void _SaveInstanceTimeRestrictions(SQLTransaction& trans);
        void _SaveConquestPointsWeekCap(SQLTransaction& trans);
        void _SaveCurrency(SQLTransaction& trans, bool conquest = false);
        void _SaveRatedBgStats(SQLTransaction& trans);
        void _SaveKnownTitles(SQLTransaction& trans);
        void _SaveLFRLootBinds(SQLTransaction& trans);

        /*********************************************************/
        /***              ENVIRONMENTAL SYSTEM                 ***/
        /*********************************************************/
        void HandleSobering();
        void SendMirrorTimer(MirrorTimerType Type, uint32 MaxValue, uint32 CurrentValue, int32 Regen);
        void StopMirrorTimer(MirrorTimerType Type);
        void HandleDrowning(uint32 time_diff);
        int32 getMaxTimer(MirrorTimerType timer);

        /*********************************************************/
        /***                  HONOR SYSTEM                     ***/
        /*********************************************************/
        time_t m_lastHonorUpdateTime;

        void outDebugValues() const;
        uint64 m_lootGuid;

        uint32 m_team;
        uint32 m_nextSave;
        time_t m_speakTime;
        uint32 m_speakCount;
        time_t m_pmChatTime;
        uint32 m_pmChatCount;
        Difficulty m_dungeonDifficulty;
        Difficulty m_raidDifficulty;
        Difficulty m_raidMapDifficulty;

        uint32 m_atLoginFlags;

        Item* m_items[PLAYER_SLOTS_COUNT];
        uint32 m_currentBuybackSlot;

        PlayerCurrenciesMap _currencyStorage;

        /**
         * @name   GetCurrencyWeekCap
         * @brief  return week cap for selected currency
         * @param  CurrencyTypesEntry for which to retrieve weekly cap
         */
        uint32 GetCurrencyWeekCap(CurrencyTypesEntry const* currency) const;

        /**
         * @name   GetCurrencyTotalCap
         * @brief  return total cap for selected currency
         * @param  CurrencyTypesEntry for which to retrieve total cap
         */
        uint32 GetCurrencyTotalCap(CurrencyTypesEntry const* currency) const;

        /// Updates weekly conquest point cap (dynamic cap)
        void UpdateConquestCurrencyCap(uint32 currency);

        VoidStorageItem* _voidStorageItems[VOID_STORAGE_MAX_SLOT];

        uint16 m_maxPersonalRating;
        uint16 m_arenaCpCap;

        uint16 m_maxRatedBgRating;
        uint16 m_bgCpCap;

        std::vector<Item*> m_itemUpdateQueue;
        bool m_itemUpdateQueueBlocked;

        uint32 m_ExtraFlags;
        uint64 m_curSelection;

        uint64 m_comboTarget;
        int8 m_comboPoints;

        QuestStatusMap m_QuestStatus;
        QuestObjectiveStatusMap m_questObjectiveStatus;
        QuestStatusSaveMap m_QuestStatusSave;
        QuestObjectiveStatusSaveMap m_questObjectiveStatusSave;

        RewardedQuestSet m_RewardedQuests;
        QuestStatusSaveMap m_RewardedQuestsSave;

        SkillStatusMap mSkillStatus;

        uint32 m_GuildIdInvited;

        PlayerMails m_mail;
        PlayerSpellMap m_spells;
        uint32 m_lastPotionId;                              // last used health/mana potion in combat, that block next potion use

        GlobalCooldownMgr m_GlobalCooldownMgr;

        PlayerTalentInfo _talentMgr;

        ActionButtonList m_actionButtons;

        float m_auraBaseMod[BASEMOD_END][MOD_END];
        int16 m_baseRatingValue[MAX_COMBAT_RATING];
        uint32 m_baseSpellPower;
        uint32 m_baseManaRegen;
        uint32 m_baseHealthRegen;
        int32 m_spellPenetrationItemMod;

        std::unordered_set<SpellModifier::Ptr> m_spellMods[MAX_SPELLMOD];

        EnchantDurationList m_enchantDuration;
        ItemDurationList m_itemDuration;
        ItemDurationList m_itemSoulboundTradeable;

        void ResetTimeSync();
        void SendTimeSync();

        ResurrectionData* _resurrectionData;

        WorldSession* m_session;

        typedef std::list<Channel*> JoinedChannelsList;
        JoinedChannelsList m_channels;

        uint8 m_cinematic;

        TradeData* m_trade;

        bool   m_DailyQuestChanged;
        bool   m_WeeklyQuestChanged;
        bool   m_MonthlyQuestChanged;
        bool   m_SeasonalQuestChanged;
        time_t m_lastDailyQuestTime;

        uint32 m_drunkTimer;
        uint32 m_weaponChangeTimer;

        uint32 m_zoneUpdateId;
        uint32 m_zoneUpdateTimer;
        uint32 m_areaUpdateId;

        uint32 m_deathTimer;
        time_t m_deathExpireTime;

        uint32 m_restTime;

        uint32 m_WeaponProficiency;
        uint32 m_ArmorProficiency;
        bool m_canParry;
        bool m_canBlock;
        bool m_canTitanGrip;
        uint8 m_swingErrorMsg;

        ////////////////////Rest System/////////////////////
        time_t time_inn_enter;
        uint32 inn_pos_mapid;
        float  inn_pos_x;
        float  inn_pos_y;
        float  inn_pos_z;
        float m_rest_bonus;
        RestType rest_type;
        ////////////////////Rest System/////////////////////

        /////////////////// Anti-Cheat System //////////////
        uint32 m_numSpeedChecks;
        float m_averageSpeed;

        // Social
        PlayerSocial *m_social;

        // Groups
        GroupReference m_group;
        GroupReference m_originalGroup;
        uint32 m_invitingGroupId;
        uint32 m_groupUpdateMask;
        uint64 m_auraRaidUpdateMask;
        bool m_bPassOnGroupLoot;

        // last used pet number (for BG's)
        uint32 m_lastpetnumber;

        // Player summoning
        time_t m_summon_expire;
        uint32 m_summon_mapid;
        float  m_summon_x;
        float  m_summon_y;
        float  m_summon_z;

        DeclinedName *m_declinedname;
        Runes m_runes;
        EquipmentSets m_EquipmentSets;

        bool CanAlwaysSee(WorldObject const* obj) const;

        bool IsAlwaysDetectableFor(WorldObject const* seer) const;

        uint8 m_grantableLevels;

        typedef std::set<uint32> DailyQuestSet;
        DailyQuestSet m_dailyQuestStorage;

        uint32 m_logonSendTimer;        

    private:

        // internal common parts for CanStore/StoreItem functions
        InventoryResult CanStoreItem_InSpecificSlot(uint8 bag, uint8 slot, ItemPosCountVec& dest, ItemTemplate const* pProto, uint32& count, bool swap, Item* pSrcItem) const;
        InventoryResult CanStoreItem_InBag(uint8 bag, ItemPosCountVec& dest, ItemTemplate const* pProto, uint32& count, bool merge, bool non_specialized, Item* pSrcItem, uint8 skip_bag, uint8 skip_slot) const;
        InventoryResult CanStoreItem_InInventorySlots(uint8 slot_begin, uint8 slot_end, ItemPosCountVec& dest, ItemTemplate const* pProto, uint32& count, bool merge, Item* pSrcItem, uint8 skip_bag, uint8 skip_slot) const;
        Item* _StoreItem(uint16 pos, Item* pItem, uint32 count, bool clone, bool update);
        Item* _LoadItem(SQLTransaction& trans, uint32 zoneId, uint32 timeDiff, Field* fields);

        std::set<uint32> m_refundableItems;
        void SendRefundInfo(Item* item);
        void RefundItem(Item* item);
        void SendItemRefundResult(Item* item, ItemExtendedCostEntry const* iece, uint8 error);

        // know currencies are not removed at any point (0 displayed)
        void AddKnownCurrency(uint32 itemId);

        int32 CalculateReputationGain(uint32 creatureOrQuestLevel, int32 rep, int32 faction, bool for_quest, bool noQuestBonus = false);
        void AdjustQuestReqItemCount(Quest const* quest, QuestStatusData& questStatusData);

        bool IsCanDelayTeleport() const { return m_bCanDelayTeleport; }
        void SetCanDelayTeleport(bool setting) { m_bCanDelayTeleport = setting; }
        bool IsHasDelayedTeleport() const { return m_bHasDelayedTeleport; }
        void SetDelayedTeleportFlag(bool setting) { m_bHasDelayedTeleport = setting; }

        void ScheduleDelayedOperation(uint32 operation)
        {
            if (operation < DELAYED_END)
                m_DelayedOperations |= operation;
        }

        void LoadPetSlotMap();

        MapReference m_mapRef;

        void UpdateCharmedAI();

        uint32 m_lastFallTime;
        float  m_lastFallZ;

        int32 m_MirrorTimer[MAX_TIMERS];
        uint8 m_MirrorTimerFlags;
        uint8 m_MirrorTimerFlagsLast;
        bool m_isInWater;

        // Current teleport data
        WorldLocation m_teleport_dest;
        uint32 m_teleport_options;
        bool mSemaphoreTeleport_Near;
        bool mSemaphoreTeleport_Far;

        uint32 m_DelayedOperations;
        bool m_bCanDelayTeleport;
        bool m_bHasDelayedTeleport;

        uint32 m_currentPetId;
        uint32 m_currentPetSlot;

        typedef std::vector<uint32> PetSlotVector;
        PetSlotVector m_petsBySlot;

        // pet auras
        PetAuraSet m_petAuras;

        // Temporary removed pet cache
        uint32 m_temporaryUnsummonedPetNumber;

        AchievementMgr<Player> m_achievementMgr;
        ReputationMgr  m_reputationMgr;
        BattlePetMgr   m_battlePetMgr;

        SpellCooldowns m_spellCooldowns;

        uint32 m_ChampioningFaction;

        uint32 m_timeSyncCounter;
        uint32 m_timeSyncTimer;
        uint32 m_timeSyncClient;
        uint32 m_timeSyncServer;

        InstanceTimeMap _instanceResetTimes;
        uint32 _pendingBindId;
        uint32 _pendingBindTimer;

        LFRLootBinds m_lfrLootBinds;

        uint32 _activeCheats;
        uint32 _maxPersonalArenaRate;

        PhaseMgr m_phaseMgr;

        uint32 m_knockBackTimer;
        uint8  m_ignoreMovementCount;

        uint32 m_groupUpdateDelay;

        ArchaeologyMgr m_archaeologyMgr;

        uint8 m_bgRoles;

        uint32 m_lastKilledCreatureId;

        // Arena
        uint32 m_ArenaPersonalRating[MAX_ARENA_SLOT];
        uint32 m_BestRatingOfWeek[MAX_ARENA_SLOT];
        uint32 m_BestRatingOfSeason[MAX_ARENA_SLOT];
        uint32 m_ArenaMatchMakerRating[MAX_ARENA_SLOT];
        uint32 m_WeekWins[MAX_ARENA_SLOT];
        uint32 m_PrevWeekWins[MAX_ARENA_SLOT];
        uint32 m_SeasonWins[MAX_ARENA_SLOT];
        uint32 m_WeekGames[MAX_ARENA_SLOT];
        uint32 m_SeasonGames[MAX_ARENA_SLOT];

        std::vector<CufProfile> m_cufProfiles;

        Trinity::SpellChargesTracker spellChargesTracker_;

        Trinity::RatedBgStats m_ratedBgStats;

        bool hasForcedMovement_;

        typedef std::unordered_map<uint32, AuraTargetList> AuraTargetMap;
        AuraTargetMap auraTargets_;
};

void AddItemsSetItem(Player*player, Item* item);
void RemoveItemsSetItem(Player*player, ItemTemplate const* proto);

// "the bodies of template functions must be made available in a header file"
template <typename T>
T Player::ApplySpellMod(uint32 spellId, SpellModOp op, T &basevalue, Spell* spell, bool takeMods)
{
    SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
    if (!spellInfo)
        return 0;

    float totalmul = 1.0f;
    float totalflat = 0;

    // Drop charges for triggering spells instead of triggered ones
    if (m_spellModTakingSpell)
        spell = m_spellModTakingSpell;

    for (auto const &mod : m_spellMods[op])
    {
        if (!mod->ownerEffect || !IsAffectedBySpellmod(spellInfo, mod, spell))
            continue;

        if (mod->type == SPELLMOD_FLAT)
        {
            totalflat += mod->value;
        }
        else if (mod->type == SPELLMOD_PCT)
        {
            // skip percent mods for null basevalue (most important for spell mods with charges)
            if (basevalue == T(0))
                continue;

            // special case (skip > 10sec spell casts for instant cast setting)
            if (mod->op == SPELLMOD_CASTING_TIME && basevalue >= T(10000) && mod->value <= -100)
                continue;

            ApplyPercentModFloatVar(totalmul, mod->value, true);
        }

        if (takeMods)
            DropModCharge(mod, spell);
    }

    float diff = (float)totalflat + ((basevalue + totalflat) * (totalmul - 1.0f));
    basevalue = T((float)basevalue + diff);
    return T(diff);
}

#endif // TRINITY_GAME_PLAYER_H